Caladar

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Caladar None Evereska Chaotic Good

Character Name Player Name Deity Region Alignment


Ranger 2, Wizard 5 Elf (Moon) / Humanoid Medium / 5 ft. 5' 11" / 132 lbs. Low-Light Vision
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
7 (7) 21000 / 28000 143 Male Violet Silver
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION SPEED
SCORE MOD SCORE MOD SCORE MOD

STR 15 +2 15 +2 HP 57 Walk 40 ft.


hit points
Strength

DEX 18 +4 20 +5 AC 20 : 15 : 15 = 10 + 5 + 0 + 5 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity
TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC

CON 16 +3
ARMOR TION

16 +3
BONUS BONUS

Constitution INITIATIVE +9 =
+5 +
+4 10 +0 0
INT 20 +5 20 +5
modifier
TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
Intelligence MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
Failure PENALTY
WIS 13 +1 13 +1 Encumbrance Light TOTAL SKILLPOINTS: 80
SKILLS MAX RANKS: 10/5.0
Wisdom
SKILL NAME
KEY ABILITY SKILL ABILITY RANKS MISC

CHA 13 +1 13 +1
MODIFIER

=
MODIFIER MODIFIER

Charisma ✓ Appraise INT 5 5


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP ✓ Balance DEX 5 = 5
SAVE

FORTITUDE +7 =
+4 +
+3 +
+0 +
+0 +
+0 + ✓ Bluff CHA 1 = 1
(constitution) ✓ Bluff (Giant) CHA 3 = 1 + 2
REFLEX +9 =
+4 +
+5 +
+0 +
+0 +
+0 + ✓ Climb STR 5 = 2 + 3
(dexterity)
✓ Concentration CON 7 = 3 + 4
WILL +5 =
+4 +
+1 +
+0 +
+0 +
+0 +
Craft (Alchemy) INT 6 = 5 + 1
(wisdom)
Craft (Armorsmithing) INT 8 = 5 + 3
Conditional Save Modifiers: Craft (Bowmaking) INT 7 = 5 + 2
+2 racial saving throw bonus against enchantment spells or effects. Craft (Calligraphy) INT 6 = 5 + 1
Conditional Combat Modifiers: Craft (Gemcutting) INT 11 = 5 + 6
Craft (Untrained) INT 5 = 5
+2 damage against Giant ✓
Craft (Weaponsmithing) INT 10 = 5 + 5
TOTAL =
BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
✓ Diplomacy CHA 1 1
MELEE +6 = +4 + +2 + +0 + +0 + 0 +
✓ Diplomacy (Wild Empathy (Animals)) CHA 4 = 1 + 3
attack bonus
✓ Diplomacy (Wild Empathy (Magical Beasts)) CHA 0 = 1 + -1
RANGED +9 = +4 + +5 + +0 + +0 + 0 +
=
attack bonus ✓ Disguise CHA 1 1
Escape Artist DEX 5 = 5
GRAPPLE +6 = +4 + +2 + +0 + +0 + +0 + ✓
=
attack bonus ✓ Forgery INT 5 5
✓ Gather Information CHA 1 = 1
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
= +
(nonlethal only) +9 1d3+2 20/x2 5 ft. Handle Animal CHA 5 1 4
Heal WIS 1 = 1
Special Properties: ✓
✓ Hide DEX 9 = 5 + 4
*Rapier +2 (Flaming/Mithral) HAND TYPE SIZE CRITICAL REACH ✓ Intimidate CHA 1 = 1
Primary P M 18-20/x2 5 ft. = +
TOTAL ATTACK BONUS DAMAGE
✓ Jump STR 11 2 9
Knowledge (Arcana) INT 15 = 5 + 10
+11 1d6+4 = +
Special Properties: You can use the Weapon Finesse feat to apply your Dexterity modifier instead
Knowledge (Dungeoneering) INT 7 5 2
of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a Knowledge (Nature) INT 7 = 5 + 2
light weapon for you. You can't wield a rapier in two hands in order to apply 1-1/2 times your ✓ Knowledge (Untrained) INT 5 = 5
Strength bonus to damage., 30hp/inch and 15 hardness, +1d6 fire damage = +
✓ Listen WIS 3 1 2
= +
*Rapier +1 (Adamantine) HAND TYPE SIZE CRITICAL REACH ✓ Listen (Giant) WIS 5 1 4
Off-hand P M 18-20/x2 5 ft. ✓ Move Silently DEX 9 = 5 + 4
TOTAL ATTACK BONUS DAMAGE = +
✓ Ride DEX 9 5 4
+10 1d6+3 = + +
✓ Search INT 13 5 6 2
Special Properties: You can use the Weapon Finesse feat to apply your Dexterity modifier instead =
of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a
✓ Sense Motive WIS 1 1
light weapon for you. You can't wield a rapier in two hands in order to apply 1-1/2 times your ✓ Sense Motive (Giant) WIS 3 = 1 + 2
Strength bonus to damage., Ignore 20 hardness Spellcraft INT 12 = 5 + 5 + 2
Spot WIS 5 = 1 + 2 + 2
Longbow, Composite (+2) HAND TYPE SIZE CRITICAL REACH ✓
Carried P M 20/x3 5 ft. ✓ Spot (Giant) WIS 7 = 1 + 2 + 4
Range: 30 ft. To Hit: +9 Damage: 1d8+2 ✓ Survival WIS 5 = 1 + 4
110 ft. 220 ft. 330 ft. 440 ft. 550 ft. = + +
✓ Survival (Find or follow tracks) WIS 7 1 4 2
TH +9 +7 +5 +3 +1 = + +
✓ Survival (Giant) WIS 7 1 4 2
Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2 = +
660 ft. 770 ft. 880 ft. 990 ft. 1100 ft.
✓ Swim STR 6 2 4
TH -1 -3 -5 -7 -9 ✓ Use Rope DEX 6 = 5 + 1
Dam 1d8+2 1d8+2 1d8+2 1d8+2 1d8+2 = + +
Special Properties: You need at least two hands to use a bow, regardless of its size. You can use a = + +
composite longbow while mounted., STR bonus to damage ✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
*: weapon is equipped
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand Conditional Skill Modifiers:
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
Wild Empathy is +3 for Animals and +-1 for Magical Beasts
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE

*Mithral Shirt +1 Light +5 +6 +0 10


This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt
is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance
of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor
(see Mithral, page 284) and weighs 10 pounds. No aura (nonmagical), 30hp/inch and 15 hardness

Character: Caladar PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.09.05 on 2021-07-24 at 21:49:01.881648300 Page 1
EQUIPMENT EQUIPMENT
ITEM LOCATION QTY WT / COST ITEM LOCATION QTY WT / COST
Rapier +2 (Flaming/Mithral) Equipped 1 1 / 19,020 Potion of Bear's Endurance Potion Belt, 1 0 / 300
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack ❏ Masterwork
rolls with a rapier sized for you, even though it isn't a light weapon for you. You can't wield a rapier in two hands
in order to apply 1-1/2 times your Strength bonus to damage., 30hp/inch and 15 hardness, +1d6 fire damage Potion of Bull's Strength Potion Belt, 1 0 / 300
Rapier +1 (Adamantine) Equipped 1 2 / 5,020 ❏ Masterwork
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack Potion of Cat's Grace Potion Belt, 1 0 / 300
rolls with a rapier sized for you, even though it isn't a light weapon for you. You can't wield a rapier in two hands
in order to apply 1-1/2 times your Strength bonus to damage., Ignore 20 hardness ❏ Masterwork
Gloves of Dexterity +2 Equipped 1 0 / 4,000 Gain +4 Dex for 2 minutes. (PH P.208)

Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the Potion of Fox's Cunning Potion Belt, 1 0 / 300
wearer's Dexterity score in the form of an enhancement bonus of +2. Both gloves must be worn for the magic to ❏ Masterwork
be effective. Moderate transmutation; CL 8th Gain +4 intelligence for 2 minutes. (PH P.233)
Signet Ring Equipped 1 0/5 Potion of Owl's Wisdom Potion Belt, 1 0 / 300
Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave
❏ Masterwork
an identifying mark.
Mithral Shirt +1 Equipped 1 10 / 2,100 Potion of Aid Potion Belt, 1 0 / 300
This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet ❏ Masterwork
for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum
Dexterity bonus of +6, and no armor check penalty. It is considered light armor (see Mithral, page 284) and Potion of Blur Potion Belt, 4 0 (0) / 300
weighs 10 pounds. No aura (nonmagical), 30hp/inch and 15 hardness ❏❏❏❏ Masterwork (1,200)
Boots of Striding and Springing Equipped 1 1 / 5,500 Waterskin (Filled) Carried 1 4/1
These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an A waterskin is a leather pouch with a narrow neck that is used for holding water.
enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence
bonus on Jump checks. Faint transmutation; CL 3rd Lantern, Bullseye Carried 1 3 / 12
Backpack Equipped 1 2/2 A bullseye lantern has only a single shutter. Its other sides are highly polished inside to reflect the light in a single
direction. A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot
28 lbs., 6 Torch, 1 Rope, Silk, 4 Oil (1 Pt. Flask), 4 Flask (Empty), 1 Caltrops, 1 Bedroll cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand. See page 164 for more
Torch Backpack 6 1 (6) / 0 (0.1) rules on illumination.Bright Illumination: 60 ft. cone, Duration: 6 hr./pint, Shadowy Illumination: 120 ft. cone

❏❏❏❏❏ ❏ Longbow, Composite (+2) Carried 1 3 / 300


A typical torch is a wooden rod capped with a twisted flax soaked in tallow. A torch burns for 1 hour, clearly You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while
illuminating a 20- foot radius and providing shadowy illumination out to a 40- foot radius. See page 164 for mounted., STR bonus to damage
more rules on illumination. If a torch is used in combat, treat it as a one-handed improvised weapon (see page TOTAL WEIGHT CARRIED/VALUE 61.31 lbs. 50,600.2gp
113) that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.Bright
Illumination: 20 ft., Duration: 1 hr., Shadowy Illumination: 40 ft.
WEIGHT ALLOWANCE
Rope, Silk Backpack 1 5 / 10
This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2
Light 66 Medium 133 Heavy 200
circumstance bonus on Use Rope checks. Lift over head 200 Lift off ground 400 Push / Drag 1000
Oil (1 Pt. Flask) Backpack 4 1 (4) / 0.1 (0.4)
MONEY
❏❏❏❏ Total= 0 gp [Unspent Funds = 320 gp]
A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon (see Throw Splash
Weapon, page 158). Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask
with a fuse. Once it is thrown, there is a 50%% chance of the flask igniting successfully. You can pour a pint of oil MAGIC
on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds
and deals 1d3 points of fire damage to each creature in the area. Languages
Flask (Empty) Backpack 4 1.5 (6) / 0 (0.1) Chondathan, Common, Draconic, Elven, Giant, Goblin, Orc, Sylvan
This ceramic, glass, or metal container is fitted with a tight stopper and holds 1 pint of liquid.
Caltrops Backpack 1 2/1 Other Companions
Covers 1 5 foot square. Caltrops attack anyone moving into or fighting in that square are attacked (BAB+0,
bypassing shield, armor and deflection bonuses) for 1 point of damage and speed reduced by half for 24 hours. Special Attacks
Any charging or running creature is stopped. Move at half speed to avoid caltrops.
Giant (Ex) [ PH ]
Caltrops Pouch, Belt 1 2/1
Gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when
Covers 1 5 foot square. Caltrops attack anyone moving into or fighting in that square are attacked (BAB+0,
bypassing shield, armor and deflection bonuses) for 1 point of damage and speed reduced by half for 24 hours. using these skills against creatures of this type. Likewise, he gets a +2 bonus on
Any charging or running creature is stopped. Move at half speed to avoid caltrops. weapon damage rolls against such creatures.
Bedroll Backpack 1 5 / 0.1
You never know where you're going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold
ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can
Special Qualities
double as a stretcher. Bonus Feats [ PH ]
Pouch, Belt Equipped 2 0.5 (1) / 1 (2) At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat.
3.25 lbs., 1 Marbles, 1 Whetstone, 1 Signal Whistle, 1 Ink (1 Oz. Vial), 1 Flint and Steel, 6 Fishhook, 4 Chalk (1 piece), Combat Style (Ex) [ PH ]
1 Caltrops
Marbles Pouch, Belt 1 0.2 / 0 At 2nd level, a ranger must select one of two combat styles to pursue: archery or
About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. Commonly used as a toy,
two-weapon combat. This choice affects the character's class features but does
but also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or not restrict his selection of feats or special abilities in any way. If the ranger selects
as a nondamaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or archery, he is treated as having the Rapid Shot feat, even if he does not have the
fighting in the area must make Balance checks (DC 15) or be unable to move for 1 round (or they may fall; see the
Balance skill description in the Player's Handbook). normal prerequisites for that feat. If the ranger selects two-weapon combat, he
Whetstone Pouch, Belt 1 1/0 is treated as having the Two-Weapon Fighting feat, even if he does not have the
normal prerequisites for that feat. The benefits of the ranger's chosen style apply
Signal Whistle Pouch, Belt 1 0 / 0.8
only when he wears light or no armor. He loses all benefits of his combat style
Ink (1 Oz. Vial) Pouch, Belt 1 0/8 when wearing medium or heavy armor.
This is black ink. You can buy ink in other colors, but it costs twice as much.
Elf Racial Traits (Ex) [ PH ]
Flint and Steel Pouch, Belt 1 0/1
Striking steel and flint together creates sparks. By knocking sparks into tinder, you can create a small flame.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against
Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that enchantment spells or effects.
long. Low-light Vision: An elf can see twice as far as a human in starlight, moonlight,
Fishhook Pouch, Belt 6 0 (0) / 0.1 (0.6) torchlight, and similar conditions of poor illumination. She retains the ability to
Chalk (1 piece) Pouch, Belt 4 0 (0) / 0 (0) distinguish color and detail under these conditions.
Spell Component Pouch Equipped 1 2/5 Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for
This small, watertight leather belt pouch has many compartments. A spellcaster with a spell component pouch is
the longsword, rapier, longbow (including composite longbow), and shortbow
assumed to have all the material components and focuses needed for spellcasting, except for those components (including composite shortbow) as bonus feats. Elves esteem the arts of
that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch (such as the natural pool that a swordplay and archery, so all elves are familiar with these weapons.
druid needs to look into to cast scrying).
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes
Bag, Coin Equipped 2 0.2 (0.5) /
0.1 (0.1) within 5 feet of a secret or concealed door is entitled to a Search check to notice it
for Robe of Useful Items. as if she were actively looking for it. An elf's senses are so keen that she practically
Wand (Fireball/5th level caster) Equipped 1 0.1 / 11,250 has a sixth sense about hidden portals.
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ Familiar [ PH ]
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ A wizard can obtain a familiar. A familiar is a magical beast that resembles a small
Potion Belt, Masterwork Equipped 1 1 / 60 animal and is unusually tough and intelligent. The creature serves as a companion
This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties and servant.
or flaps to keep the potions from falling out. It holds ten potions. Retrieving a potion from a potion belt is a Favored Enemy (Ex) [ PH ]
free action once per round.0 lbs., 1 Potion of Eagle's Splendor, 1 Potion of Bear's Endurance, 1 Potion of Bull's
Strength, 1 Potion of Cat's Grace, 1 Potion of Fox's Cunning, 1 Potion of Owl's Wisdom, 1 Potion of Aid, 4 Potion At 1st level, a ranger may select a type of creature from among those given on
of Blur Table 3-14: Ranger Favored Enemies. Due to his extensive study on his chosen type
Potion of Eagle's Splendor Potion Belt, 1 0 / 300 of foe and training in the proper techniques for combating such creatures, the
❏ Masterwork ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks
TOTAL WEIGHT CARRIED/VALUE 61.31 lbs. 50,600.2gp when using these skills against creatures of this type. Likewise, he gets a +2 bonus
on weapon damage rolls against such creatures. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the ranger may select an additional favored

Character: Caladar PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.09.05 on 2021-07-24 at 21:49:01.881648300 Page 2
enemy from those given on the table. In addition, at each such interval, the bonus You get a +4 bonus on initiative checks.
against any one favored enemy (including the one just selected, if so desired) Weapon Finesse [PH]
increases by 2. For example, a 5th-level ranger has two favored enemies; against You are especially skilled at using weapons that can benefit as much from
one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks Dexterity as from Strength.
and weapon damage rolls, and against the other he has a +2 bonus. At 10th level,
he has three favored enemies, and he gains an additional +2 bonus, which he With a light weapon, rapier, whip, or spiked chain made for a creature of your
can allocate to the bonus against any one of his three favored enemies. Thus, his size category, you may use your Dexterity modifier instead of your Strength
bonuses could be either +4, +4, +2 or +6, +2, +2. If the ranger chooses humanoids modifier on attack rolls. If you carry a shield, its armor check penalty applies to
or outsiders as a favored enemy, he must also choose an associated subtype, as your attack rolls.
indicated on the table. If a specific creature falls into more than one category of Martial Weapon Proficiency (Longbow, Longsword, [Wizards of the Coast -
favored enemy (for instance, devils are both evil outsiders and lawful outsiders), Rapier, Shortbow) Player's Handbook, p.97]
the ranger's bonuses do not stack; he simply uses whichever bonus is higher. See You make attack rolls with the selected weapon normally. Normal: When using
the Monster Manual for more information on types of creatures. a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
Low-Light Vision (Ex) [ PH ] Scribe Scroll [Wizards of the Coast -
You can see 2x as far as humans in low illumination. Characters with low-light Player's Handbook, p.99]
vision have eyes that are so sensitive to light that they can see twice as far as You can create scrolls, from which you or another spellcaster can cast the scribed
normal in dim light. Low-light vision is color vision. A spellcaster with low-light spells. See the Dungeon Master's Guide for rules on scrolls.
vision can read a scroll as long as even the tiniest candle flame is next to her as You can create a scroll of any spell that you know. Scribing a scroll takes one
a source of light. Characters with low-light vision can see outdoors on a moonlit day for each 1,000 gp in its base price. The base price of a scroll is its spell level ?
night as well as they can during the day. its caster level ? 25 gp. To scribe a scroll, you must spend 1/25 of this base price
Scribe Scroll [ PH ] in XP and use up raw materials costing one-half of this base price. Any scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feats enables her to that stores a spell with a costly material component or an XP cost also carries a
create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page commensurate cost. In addition to the costs derived from the base price, you must
282 of the Dungeon Master's Guide). expend the material component or pay the XP when scribing the scroll.
Track [ PH ] Track [Wizards of the Coast -
A ranger gains Track (see page 101) as a bonus feat. Player's Guide to Faerun,
Trance [ PH ] p.101]
Elves do not sleep, as members of the other common races do. Instead, an elf You can follow the trails of creatures and characters across most types of terrain.
meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains To find tracks or to follow them for 1 mile requires a successful Survival check.
the same benefit that a human does from 8 hours of sleep. While meditating, an You must make another Survival check every time the tracks become difficult to
elf dreams, though these dreams are actually mental exercises that have become follow.
reflexive through years of practice. The Common word for an elf's meditation is Two-Weapon Fighting (Granted) [PH]
"trance," as in "four hours of trance." You can fight with a weapon in each hand. You can make one extra attack each
Two-Weapon Fighting Combat Style [ PH ] round with the second weapon. -2 to all attacks (offhand weapon must be light)
Weapon and Armor Proficiency [ PH ]
A ranger is proficient with all simple and martial weapons, and with light armor Proficiencies
and shields (except tower shields).
Aspergillum (Heavy), Axe (Throwing), Bash, Battle Gauntlet, Battleaxe,
Weapon and Armor Proficiency [ PH ] Blowgun, Boulder, Club, Crossbow (Heavy), Crossbow (Light), Cutlass,
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, Dagger, Dagger (Punching), Dart, Dart Thruster, Darts (Barbed), Falchion,
and quarterstaff, but not with any type of armor or shield. Armor of any type Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Goblin Stick, Grapple,
interferes with a wizard's movements, which can cause her spells with somatic Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light),
components to fail. Handaxe, Ice Axe, Javelin, Katana, Kukri, Lance, Lance (Flight), Lance
Wild Empathy (Ex) [ PH ] (Heavy), Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light),
A ranger can use body language, vocalizations, and demeanor to improve the Maul, Morningstar, NoProfReq, Pick (Heavy), Pick (Light), Quarterstaff,
attitude of an animal (such as a bear or a monitor lizard). This ability functions Ranged Spell, Ranseur, Rapier, Saber, Sap, Scimitar, Scythe, Shieldbash,
just like a Diplomacy check to improve the attitude of a person (see page 72). Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch),
The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to Spiked Armor, Strike (Unarmed), Sword (Bastard), Sword (Cutlass), Sword
determine the wild empathy check result. The typical domestic animal has a (Saber), Sword (Short), Trident, Unarmed Strike, Wakizashi, Warhammer
starting attitude of indifferent, while wild animals are usually unfriendly. to use
wild empathy, the ranger and the animal must be able to study each other, which
means that they must be within 30 feet of one another under normal visibility
conditions. Generally, influencing an animal in this way takes 1 minute, but, as
with influencing people, it might take more or less time. The ranger can also use
this ability to influence a magical beast with an Intelligence score of 1 or 2 (such
as a basilisk or a girallon), but he takes a -4 penalty on the check.
Wild Empathy +3 [ PH ]

Feats
Brew Potion [PH]
You can create potions, which carry spells within themselves. See the Dungeon
Master's Guide for rules on potions.
You can create a potion of any 3rd-level or lower spell that you know and that
targets one or more creatures. Brewing a potion takes one day. When you create
a potion, you set the caster level, which must be sufficient to cast the spell in
question and no higher than your own level. The base price of a potion is its spell
level ? its caster level ? 50 gp. to brew a potion, you must spend 1/25 of this
base price in XP and use up raw materials costing one half this base price. When
you create a potion, you make any choices that you would normally make when
casting the spell. Whoever drinks the potion is the target of the spell. Any potion
that stores a spell with a costly material component or an XP cost also carries a
commensurate cost. In addition to the costs derived from the base price, you must
expend the material component or pay the XP when creating the potion.
Craft Wand [PH]
You can create wands, which hold spells (see the Dungeon Master's Guide for
rules on wands).
You can create a wand of any 4th-level or lower spell that you know. Crafting a
wand takes one day for each 1,000 gp in its base price. The base price of a wand
is its caster level ? the spell level ? 750 gp. to craft a wand, you must spend 1/25
of this base price in XP and use up raw materials costing one-half of this base
price. A newly created wand has 50 charges. Any wand that stores a spell with
a costly material component or an XP cost also carries a commensurate cost. In
addition to the cost derived from the base price, you must expend fifty copies of
the material component or pay fifty times the XP cost.
Improved Initiative [PH]
You can react more quickly than normal in a fight.

Character: Caladar PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.09.05 on 2021-07-24 at 21:49:01.881648300 Page 3
Prepared Spell List: Prepared Spells
Wizard
Level 0 Level 1 Level 2 Level 3
❏Acid Splash ❏Burning Hands (DC:16) ❏Aganazzar's Scorcher ❏Fireball (DC:18)
❏Detect Magic ❏Ice Dagger (DC:17) ❏Fly (DC:18)
❏Mage Hand ❏❏❏Magic Missile ❏❏False Life
❏Ray of Frost

Wizard Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
PER DAY 4 5 3 2 — — — — — —

LEVEL 0 / Per Day:4 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Acid Splash Conjuration (Creation) [Acid] 1 action Instantaneous Close (35 ft.) Mag:p.76
[V, S] TARGET: One missile of acid; EFFECT: You fire a small orb of acid at the target. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash effect. The spell deals 1d3 points of acid damage. Orb
deals 1d3 acid damage. [SR:Yes]
❏❏❏❏❏ Amanuensis Transmutation 1 standard action 10 minute/level Close (35 ft.) SC:p.9
[V,S] TARGET: Object or objects with writing; EFFECT: Copies 250 words per minute. [SR:Yes [object]; DC:15, Will negates [object]]
❏❏❏❏❏ Arcane Mark Universal 1 standard action Permanent 0 ft. PH:p.201
[V, S] TARGET: One personal rune or mark, all of which must fit within 1 sq. ft.; EFFECT: Inscribes a personal rune [visible or invisible]. [SR:No]
❏❏❏❏❏ Caltrops Conjuration (Creation) 1 standard action 1 round/level Close (35 ft.) SC:p.42
[V,S] TARGET: See text; EFFECT: Caltrops cover one 5-foot-by-5-foot square, attack roll +0 for all creatures moving in the square [Creatures AC is Base + Dex + [Foot Wear +2] for purpose of the caltrop attack] dealing 1 pt of damage and
land speed reduced by half. [SR:No]
❏❏❏❏❏ Dancing Lights Evocation [Light, WuJenFire, Fire Shugenja]1 standard action 1 minute [D] Medium (150 ft.) PH:p.216
[V, S] TARGET: Up to four lights, all within a 10- ft.-radius area; EFFECT: Creates torches or other lights. [SR:No]
❏❏❏❏❏ Daze Enchantment (Compulsion) [Mind-Affecting, Air Shugenja]
1 standard action 1 round Close (35 ft.) PH:p.217
[V, S, M] TARGET: One humanoid creature of 4 HD or less; EFFECT: Humanoid creature of 4 HD or less loses next action. [SR:Yes; DC:15, Will negates]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 5 minutes [D] 60 ft. PH:p.219
[V, S] TARGET: Cone-shaped emanation; EFFECT: Detects spells and magic items within 60 ft. [SR:No]
❏❏❏❏❏ Detect Poison Divination [Water Shugenja] 1 standard action Instantaneous Close (35 ft.) PH:p.219
[V, S] TARGET: One creature, one object, or a 5-ft. cube; EFFECT: Detects poison in one creature or small object. [SR:No]
❏❏❏❏❏ Disrupt Undead Necromancy [Fire Shugenja] 1 standard action Instantaneous Close (35 ft.) PH:p.223
[V, S] TARGET: Ray; EFFECT: Deals 1d6 damage to one undead. [SR:Yes]
❏❏❏❏❏ Electric Jolt Evocation [Electricity] 1 standard action Instantaneous Close (35 ft.) SC:p.78
[V,S] TARGET: Ray; EFFECT: Ranged touch attack delivers 1d3 electric damage. [SR:Yes]
❏❏❏❏❏ Flare Evocation [Light, WuJenFire, Fire Shugenja]1 standard action Instantaneous Close (35 ft.) PH:p.232
[V] TARGET: Burst of light; EFFECT: Dazzles one creature [-1 on attack rolls]. [SR:Yes; DC:15, Fortitude negates]
❏❏❏❏❏ Ghost Sound Illusion (Figment) [Air Shugenja] 1 standard action 5 rounds [D] Close (35 ft.) PH:p.235
[V, S, M] TARGET: Illusory sounds; EFFECT: Figment sounds. [SR:No; DC:15, Will disbelief (if interacted with)]
❏❏❏❏❏ Horizikaul's Cough Evocation [Sonic] 1 standard action Instantaneous Close (35 ft.) Mag:p.101
[V, S] TARGET: One creature or object; EFFECT: You create a brief but loud noise adjacent to the target. Horizikaul's cough strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. The
target takes 1 point of sonic damage and must succeed at a Will saving throw or be deafened for 1 round. This spell has no effect if cast into the area of a silence spell. [SR:Yes; DC:15, Will partial]
❏❏❏❏❏ Launch Bolt Transmutation 1 standard action Instantaneous Touch SC:p.130
[V,S,M] TARGET: One crossbow bolt in your possession; EFFECT: Treat bolt as if fired from a light crossbow, including any bonuses, feats or enchantments. [SR:No]
❏❏❏❏❏ Launch Item Transmutation 1 standard action Instantaneous Touch SC:p.130
[S] TARGET: One Fine item in your possession, weighing up to 10lbs; EFFECT: Launch an item safely to the target you specify where it will act normally upon impact. [SR:No]
❏❏❏❏❏ Light Evocation [Light, Fire Shugenja] 1 standard action 50 minutes [D] Touch PH:p.248
[V, M/DF] TARGET: Object touched; EFFECT: Object shines like a torch. [SR:No]
❏❏❏❏❏ Mage Hand Transmutation [Earth Shugenja] 1 standard action Concentration Close (35 ft.) PH:p.249
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lb.; EFFECT: 5-pound telekinesis. [SR:No]
❏❏❏❏❏ Mending Transmutation [Earth Shugenja] 1 standard action Instantaneous 10 ft. PH:p.253
[V, S] TARGET: One object of up to 1 lb.; EFFECT: Makes minor repairs on an object. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Message Transmutation [Language-Dependent] 1 standard action 50 minutes Medium (150 ft.) PH:p.253
[V, S, F] TARGET: 5 creatures; EFFECT: Whispered conversation at distance. [SR:No]
❏❏❏❏❏ No Light Transmutation 1 standard action 1 minute/level Close (35 ft.) BV:BoVD
[V, S] TARGET: 20-ft radius spread; EFFECT: Prevents normal light from illuminating. [SR:No]
❏❏❏❏❏ Open/Close Transmutation 1 standard action Instantaneous Close (35 ft.) PH:p.258
[V, S, F] TARGET: Object weighing up to 30 lb. or portal that can be opened or closed; EFFECT: Opens or closes small or light things. [SR:Yes (object); DC:15, Will negates (object)]
❏❏❏❏❏ Preserve Organ Necromancy 10 minutes 24 hours Touch BV:BoVD
[V, S, DF] TARGET: one organ; EFFECT: Protects one detached organ from decay for 24 hours. [SR:Yes; DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Prestidigitation Universal 1 standard action 1 hour 10 ft. PH:p.264
[V, S] TARGET: See text; EFFECT: Performs minor tricks. [SR:No; DC:15, See text]
❏❏❏❏❏ Ray of Frost Evocation [Cold, WuJenWater] 1 standard action Instantaneous Close (35 ft.) PH:p.269
[V, S] TARGET: Ray; EFFECT: Ray deals 1d3 cold damage. [SR:Yes]
❏❏❏❏❏ Read Magic Divination 1 standard action 50 minutes Personal PH:p.269
[V, S, F] TARGET: You; EFFECT: Read scrolls and spellbooks. [SR:No]
❏❏❏❏❏ Repair Minor Damage Transmutation 1 standard action Instantaneous Touch SC:p.173
[V,S] TARGET: Construct touched; EFFECT: Repair a construct 1 point of damage. [SR:No]
❏❏❏❏❏ Resistance Abjuration [Earth Shugenja] 1 standard action 1 minute Touch PH:p.272
[V, S, M/DF] TARGET: Creature touched; EFFECT: Subject gains +1 on saving throws. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Silent Portal Illusion (Glamer) 1 standard action 1 minute/level [D] Close (35 ft.) SC:p.190
[S] TARGET: One portal; EFFECT: Negates the sound of opening/closing any portal [door,window,etc.]. [SR:Yes [object]; DC:15, Will negates [object]]
❏❏❏❏❏ Slash Tongue Transmutation [Evil] 1 standard action 1 round Close (35 ft.) BV:BoVD
[V, S] TARGET: one living creature with a tongue; EFFECT: Subject takes -1 penalty on attacks, saves and check for 1 round. [SR:Yes; DC:15, Fortitude negates]
❏❏❏❏❏ Sonic Snap Evocation [Sonic] 1 standard action Instantaneous Close (35 ft.) SC:p.195
[V,S] TARGET: One creature or object; EFFECT: Deal 1 pt of damage and target must save or be deafened for 1 round. [SR:Yes; DC:15, Will partial]
❏❏❏❏❏ Stick Transmutation 1 standard action Instantaneous Touch SC:p.206
[V,S,M] TARGET: Nonmagical, unattended object weighing up to 5lbs; EFFECT: Sticks one object to another; see text. [SR:Yes [object]; DC:15, Will negates [object]]
❏❏❏❏❏ Touch of Fatigue Necromancy 1 standard action 5 rounds Touch PH:p.294
[V, S, M] TARGET: Creature touched; EFFECT: Touch attack fatigues target. [SR:Yes; DC:15, Fortitude negates]
❏❏❏❏❏ Unnerving Gaze Illusion (Phantasm) 1 standard action 1 round/level Close (35 ft.) BV:BoVD
[V, S] TARGET: One humanoid; EFFECT: Subject takes -1 penalty on attacks for 1d3 rounds. [SR:Yes; DC:15, Will negates]

LEVEL 1 / Per Day:5 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Alarm Abjuration 1 standard action 10 hours [D] Close (35 ft.) PH:p.197
[V, S, F/DF] TARGET: 20-ft.-radius emanation centered on a point in space; EFFECT: Wards an area for 10 hours. [SR:No]
* =Domain/Speciality Spell

Character: Caladar PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.09.05 on 2021-07-24 at 21:49:01.881648300 Page 4
Wizard Spells
❏❏❏❏❏ Burning Hands Evocation [Fire, Fire Shugenja] 1 standard action Instantaneous 15 ft. PH:p.207
[V, S] TARGET: Cone-shaped burst; EFFECT: 5d4 fire damage [SR:Yes; DC:16, Reflex half]
❏❏❏❏❏ Charm Person Enchantment (Charm) [Mind-Affecting] 1 standard action 5 hours Close (35 ft.) PH:p.209
[V, S] TARGET: One humanoid creature; EFFECT: Makes one person your friend. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Chill Touch Necromancy 1 standard action Instantaneous Touch PH:p.209
[V, S] TARGET: Up to 5 Creatures touched; EFFECT: 5 touchs deal 1d6 damage and possibly 1 Str damage. [SR:Yes; DC:16, Fortitude partial or Will negates; see text]
❏❏❏❏❏ Comprehend Languages Divination 1 standard action 50 minutes Personal PH:p.212
[V, S, M/DF] TARGET: You; EFFECT: You understand all spoken and written languages. [SR:No]
❏❏❏❏❏ Darklight Evocation [Darkness] 1 standard action 1 minute/level Touch BV:BoVD
[V, S] TARGET: One creature or object touched; EFFECT: Creates 5-ft radius area where all can see without light. [SR:No]
❏❏❏❏❏ Dawnburst Evocation (Light) [Light] 1 standard action 5 rounds [D] Close (35 ft.) CM:p.101
[V, S] TARGET: 10-ft.-radius burst; EFFECT: All creatures in the area glow with light equivalent to a torch for the duration of the spell, making hiding difficult and even revealing the location of invisible creatures. [Invisible creatures are
still considered to have concealment.] In addition, undead and creatures within the area that have light sensitivity or light blindness take 1d6 points of damage, +1 point of damage per caster level 5. A successful Reflex save halves this
damage. [SR:Yes; DC:16, Reflex partial]
❏❏❏❏❏ Enlarge Person Transmutation 1 round 5 minutes [D] Close (35 ft.) PH:p.226
[V, S, M] TARGET: One humanoid creature; EFFECT: Creatures size increases to next category [SR:Yes; DC:16, Fortitude negates]
❏❏❏❏❏ Expeditious Retreat Transmutation [Air Shugenja] 1 standard action 5 minutes [D] Personal PH:p.228
[V, S] TARGET: You; EFFECT: Your speed increases by 30 ft. [SR:No]
❏❏❏❏❏ Feather Fall Transmutation [Air Shugenja] 1 free action Until landing or 5 rounds Close (35 ft.) PH:p.229
[V] TARGET: 5 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart; EFFECT: Objects or creatures fall slowly. [SR:Yes (object); DC:16, Will negates (harmless) or Will negates (object)]
❏❏❏❏❏ Grease Conjuration (Creation) 1 standard action 5 rounds [D] Close (35 ft.) PH:p.237
[V, S, M] TARGET: One object or a 10-ft. square; EFFECT: Makes 10-ft. square or one object slippery. [SR:No; DC:16, See text]
❏❏❏❏❏ Ice Dagger Evocation [Cold] 1 standard action Instantaneous Close (35 ft.) SC:p.118
[V,S,M] TARGET: Dagger of ice; EFFECT: Dagger-shaped peice of ice deals 1d4/caster level [max 5d4] damage; creatures within 5 ft. of target take 1 pt of cold damage. [SR:Yes]
❏❏❏❏❏ Identify Divination 1 hour Instantaneous Touch PH:p.243
[V, S, M/DF] TARGET: One touched object; EFFECT: Determines properties of magic item. [SR:No]
❏❏❏❏❏ Laeral's Cutting Hand Transmutation 1 standard action 1 round/level Personal Mag:p.104
[V, S] TARGET: Your hand; EFFECT: You alter the structure of your hand so that it becomes as hard and sharp as a blade. Your hand gains a +2 enhancement bonus on attack and damage when making unarmed attacks, and you inflict
normal damage instead of subdual damage. You are considered armed with this hand. You cannot use that hand to cast spells, but can otherwise use the hand normally. Your hand's enhancement bonus does not apply to melee
touch attacks. [SR:No]
❏❏❏❏❏ Mage Armor Conjuration (Creation) [Force] 1 standard action 5 hours [D] Touch PH:p.249
[V, S, F] TARGET: Creature touched; EFFECT: Gives subject +4 armor bonus. [SR:No; DC:16, Will negates (harmless)]
❏❏❏❏❏ Mage Hand, Greater Transmutation 1 standard action Concentration Medium (150 ft.) SC:p.136
[V,S] TARGET: One object or creature weighing up to 40 lbs; EFFECT: You can move target at will 20 ft in any direction or preform delicate operations; see text. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Magic Missile Evocation [Force] 1 standard action Instantaneous Medium (150 ft.) PH:p.251
[V, S] TARGET: Up to five creatures, no two of which can be more than 15 ft. apart; EFFECT: 3 missiles that do 1d4+1 damage each. [SR:Yes]
❏❏❏❏❏ Magic Weapon Transmutation [WuJenMetal, Earth Shugenja] 1 standard action 5 minutes Touch PH:p.251
[V, S, DF] TARGET: Weapon touched; EFFECT: Weapon gains +1 bonus. [SR:Yes (harmless, object); DC:16, Will negates (harmless, object)]
❏❏❏❏❏ Mount Conjuration (Summoning) 1 round 10 hours [D] Close (35 ft.) PH:p.256
[V, S, M] TARGET: One mount; EFFECT: Summons riding horse for 10 hours. [SR:No]
❏❏❏❏❏ Protection from Chaos Abjuration [Lawful] 1 standard action 5 minutes [D] Touch PH:p.266
[V, S, M/DF] TARGET: Creature touched; EFFECT: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. [SR:No; see text; DC:16, Will negates (harmless)]
❏❏❏❏❏ Protection from Evil Abjuration [Good] 1 standard action 5 minutes [D] Touch PH:p.266
[V, S, M/DF] TARGET: Creature touched; EFFECT: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. [SR:No; see text; DC:16, Will negates (harmless)]
❏❏❏❏❏ Protection from Good Abjuration [Evil] 1 standard action 5 minutes [D] Touch PH:p.266
[V, S, M/DF] TARGET: Creature touched; EFFECT: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. [SR:No; see text; DC:16, Will negates (harmless)]
❏❏❏❏❏ Protection from Law Abjuration [Chaotic] 1 standard action 5 minutes [D] Touch PH:p.266
[V, S, M/DF] TARGET: Creature touched; EFFECT: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. [SR:No; see text; DC:16, Will negates (harmless)]
❏❏❏❏❏ Ray of Flame Evocation [Fire] 1 standard action Instantaneous Close (35 ft.) SC:p.167
[V,S,F] TARGET: Ray; EFFECT: Ranged touch attack deals 1d6 per two caster levels [max 5d6]; see text [SR:Yes; DC:16, See text]
❏❏❏❏❏ Reduce Person Transmutation 1 round 5 minutes [D] Close (35 ft.) PH:p.269
[V, S, M] TARGET: One humanoid creature; EFFECT: Humanoid creature halves in size. [SR:Yes; DC:16, Fortitude negates]
❏❏❏❏❏ Shield Abjuration [Force] 1 standard action 5 minutes [D] Personal PH:p.278
[V, S] TARGET: You; EFFECT: Invisible disc gives +4 to AC, blocks magic missiles. [SR:No]
❏❏❏❏❏ Shocking Grasp Evocation [Electricity, Fire Shugenja] 1 standard action Instantaneous Touch PH:p.279
[V, S] TARGET: Creature or object touched; EFFECT: Touch delivers 5d6 electricity damage. [SR:Yes]
❏❏❏❏❏ Sleep Enchantment (Compulsion) [Mind-Affecting, Air Shugenja]
1 round 5 minutes Medium (150 ft.) PH:p.280
[V, S, M] TARGET: One or more living creatures within a 10-ft.-radius burst; EFFECT: Puts 4 HD of creatures into magical slumber. [SR:Yes; DC:16, Will negates]
❏❏❏❏❏ Tenser's Floating Disk Evocation [Force] 1 standard action 5 hours Close (35 ft.) PH:p.294
[V, S, M] TARGET: 3-ft.-diameter disk of force; EFFECT: Creates 3-ft.-diameter horizontal disk that holds 500 lbs [SR:No]
❏❏❏❏❏ True Strike Divination 1 standard action See text Personal PH:p.296
[V, F] TARGET: You; EFFECT: +20 on your next attack roll. [SR:No]
❏❏❏❏❏ Unseen Servant Conjuration (Creation) 1 standard action 5 hours Close (35 ft.) PH:p.297
[V, S, M] TARGET: One invisible, mindless, shapeless servant; EFFECT: Invisible force obeys your commands. [SR:No]
❏❏❏❏❏ Wings of the Sea Transmutation 1 standard action 1 minute/level Touch SC:p.240
[S,M] TARGET: Creature touched; EFFECT: Increases creatures swim speed by 30 ft. [SR:Yes [harmless]; DC:16, Fortitude negates [harmless]]

LEVEL 2 / Per Day:3 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Aganazzar's Scorcher Evocation [Fire] 1 standard action Instantaneous Close (35 ft.) FRCS:p.66
[V, S, F] TARGET: 5-ft-wide path to close range; EFFECT: Path of fire deals 1d8/2 levels. [SR:Yes; DC:17, Reflex half]
❏❏❏❏❏ Alter Self Transmutation 1 standard action 50 minutes [D] Personal PH:p.197
[V, S] TARGET: You; EFFECT: Assume form of a similar creature. [SR:No]
❏❏❏❏❏ Burning Sword Evocation [Fire] 1 standard action 1 minute/level [D] Touch SC:p.41
[V,S] TARGET: Weapon touched; EFFECT: Weapon is engulfed in blue flames which shed azure light out to 30 feet. Weapon deals 1d6 damage and deals extra damage on critical hit [x2 1d10, x3 2d10, x4 3d10]. [SR:No]
❏❏❏❏❏ Cat's Grace Transmutation [WuJenFire, Fire Shugenja] 1 standard action 5 minutes Touch PH:p.208
[V, S, M] TARGET: Creature touched; EFFECT: Subject gains +4 to Dex for 5 minutes. [SR:Yes; DC:17, Will negates (harmless)]
❏❏❏❏❏ Continual Flame Evocation [Light] 1 standard action Permanent Touch PH:p.213
[V, S, M] TARGET: Object touched Magical, heatless flame; EFFECT: Makes a permanent, heatless torch. [SR:No]
❏❏❏❏❏ Darkness Evocation [Darkness] 1 standard action 50 minutes [D] Touch PH:p.216
[V, M/DF] TARGET: Object touched; EFFECT: 20-ft. radius of supernatural shadow. [SR:No]
❏❏❏❏❏ Darkvision Transmutation 1 standard action 5 hours Touch PH:p.216
[V, S, M] TARGET: Creature touched; EFFECT: See 60 ft. in total darkness. [SR:Yes (harmless); DC:17, Will negates (harmless)]
❏❏❏❏❏ Death Armor Necromancy 1 standard action 1 round/level Personal SC:p.60
[V,S,M,F] TARGET: You; EFFECT: Creature striking you with handheld weapons takes 1d4 +1/2 levels [Max +10] damage. [SR:Yes]
❏❏❏❏❏ False Life Necromancy 1 standard action 5 hours or until discharged; see text Personal PH:p.229
[V, S, M] TARGET: You; EFFECT: Gain 1d10+5 temporary hp [SR:No]
* =Domain/Speciality Spell

Character: Caladar PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.09.05 on 2021-07-24 at 21:49:01.881648300 Page 5
Wizard Spells
❏❏❏❏❏ Fireburst Evocation [Fire] 1 standard action Instantaneous 10 ft. SC:p.93
[V,S,M] TARGET: Burst of fire extending 10 ft; EFFECT: All creatures within range take 1d8/caster level [max 5d8] of fire damage. [SR:Yes; DC:17, Reflex half]
❏❏❏❏❏ Flame Dagger Evocation [Fire] 1 standard action 1 minute/level [D] 0 ft. SC:p.94
[V,S,M] TARGET: A daggerlike beam; EFFECT: Melee touch attacks with a red beam deals 1d4 +1/caster level [max +10]. [SR:Yes]
❏❏❏❏❏ Flaming Sphere Evocation [Fire, Fire Shugenja] 1 standard action 5 rounds Medium (150 ft.) PH:p.232
[V, S, M/DF] TARGET: 5-ft.-diameter sphere; EFFECT: Creates rolling ball of fire, 2d6 damage, lasts 5 rounds. [SR:Yes; DC:17, Reflex negates]
❏❏❏❏❏ Fox's Cunning Transmutation 1 standard action 5 minutes Touch PH:p.233
[V, S, M/DF] TARGET: Creature touched; EFFECT: Subject gains +4 Int for 5 minutes. [SR:Yes; DC:17, Will negates (harmless)]
❏❏❏❏❏ Knock Transmutation 1 standard action Instantaneous; see text Medium (150 ft.) PH:p.246
[V] TARGET: One door, box, or chest with an area of up to 10 sq. ft./level; EFFECT: Opens locked or magically sealed door. [SR:No]
❏❏❏❏❏ Levitate Transmutation [Air Shugenja] 1 standard action 5 minutes [D] Personal or close PH:p.248
[V, S, F] TARGET: You or one willing creature or one object, total weight up to 500 lbs; EFFECT: Subject moves up and down at your direction. [SR:No]
❏❏❏❏❏ Melf's Acid Arrow Conjuration (Creation) [Acid] 1 standard action 2 rounds Long (600 ft.) PH:p.253
[V, S, M, F] TARGET: One arrow of acid; EFFECT: Ranged touch attack; 2d4 damage for 2 rounds. [SR:No]
❏❏❏❏❏ Resist Energy Abjuration [WuJenEarth, WuJenFire, WuJenMetal, WuJenWater,
1 standard action WuJenWood]
50 minutes Touch PH:p.272
[V, S, DF] TARGET: Creature touched; EFFECT: Ignores first 10 points of damage/attack from specified energy type. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
❏❏❏❏❏ Rope Trick Transmutation 1 standard action 5 hours [D] Touch PH:p.273
[V, S, M] TARGET: One touched piece of rope from 5 ft. to 30 ft. long; EFFECT: As many as eight creatures hide in extradimensional space. [SR:No]
❏❏❏❏❏ Snilloc's Snowball Swarm Evocation [Cold] 1 standard action Instantaneous Medium (150 ft.) FRCS:p.74
[V, S, M] TARGET: 10-ft-radius burst; EFFECT: Deals 1d6/2 levels cold damage in a 10-ft radius. [SR:Yes; DC:17, Reflex half]
❏❏❏❏❏ Web Conjuration (Creation) 1 standard action 50 minutes [D] Medium (150 ft.) PH:p.301
[V, S, M] TARGET: Webs in a 20-ft.-radius spread; EFFECT: Fills 20-ft.-radius spread with sticky spiderwebs. [SR:No; DC:17, Reflex negates; see text]
❏❏❏❏❏ Wings of Air Transmutation 1 standard action 1 minute/level Touch SC:p.240
[V] TARGET: Winged creature touched; EFFECT: Manuverability improves by one step. [SR:No]
❏❏❏❏❏ Wracking Touch Necromancy 1 standard action Instantaneous Touch SC:p.243
[V,S] TARGET: Creature touched; EFFECT: Deal 1d6 +1 per caster level [max +10] plus you get sneak attack damage if you possess the ability. [SR:Yes; DC:17, Fortitude half]
❏❏❏❏❏ Wraithstrike Transmutation 1 swift action 1 round Personal SC:p.243
[V,S] TARGET: You; EFFECT: Makes your melee attacks become touch attacks.

LEVEL 3 / Per Day:2 / Caster Level:5


Name School Time Duration Range Source
❏❏❏❏❏ Acid Breath Conjuration (Creation) [Acid] 1 standard action Instantaneous 15 ft. SC:p.7
[V,S,M] TARGET: Cone-shaped burst; EFFECT: Breathe cone of acid dealing 1d6/per level max 10d6. [SR:Yes; DC:18, Reflex half]
❏❏❏❏❏ Air Breathing Transmutation 1 standard action 2 hours/level; see text Touch SC:p.8
[S,M/DF] TARGET: Living creatures touched; EFFECT: Grants creatures the ability to breath air. [SR:Yes [harmless]; DC:18, Will negates [harmless]]
❏❏❏❏❏ Analyze Portal Divination 1 minute Concentration, up to 1 round/level [D] 60 ft. SC:p.10
[V,S,M] TARGET: Cone-shaped emanation from you to the extreme of the range; EFFECT: Locate Portals. [SR:No; DC:18, See text]
❏❏❏❏❏ Arcane Sight Divination 1 standard action 5 minutes [D] Personal PH:p.201
[V, S] TARGET: You; EFFECT: Magical auras become visible to you. [SR:No]
❏❏❏❏❏ Chain Missile Evocation [Force] 1 standard action Instantaneous Long (600 ft.) SC:p.44
[V,S] TARGET: One creature, + one/2 levels which must be within 30 ft. of the primary target; EFFECT: Creates 1 missile/2 levels that deals 1d4+1 [Max 10d4+10] each to the primary target, each secondary target takes only 1d4+1 from
one missile. [SR:Yes]
❏❏❏❏❏ Dispel Magic Abjuration 1 standard action Instantaneous Medium (150 ft.) PH:p.223
[V, S] TARGET: One spellcaster, creature, or object; or 20-ft.-radius burst; EFFECT: Cancels magical spells and effects. [SR:No]
❏❏❏❏❏ Fireball Evocation [Fire, WuJenFire] 1 standard action Instantaneous Long (600 ft.) PH:p.231
[V, S, M] TARGET: 20-ft.-radius spread; EFFECT: 5d6 fire damage, 20-ft. radius. [SR:Yes; DC:18, Reflex half]
❏❏❏❏❏ Fly Transmutation 1 standard action 5 minutes Touch PH:p.232
[V, S, F/DF] TARGET: Creature touched; EFFECT: Subject flies at speed of 60 ft. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Haste Transmutation [Air Shugenja] 1 standard action 5 rounds Close (35 ft.) PH:p.239
[V, S, M] TARGET: 5 creatures, no two of which can be more than 30 ft. apart; EFFECT: 5 creatures moves faster, +1 on attack rolls, AC, and Reflex saves. [SR:Yes (harmless); DC:18, Fortitude negates (harmless)]
❏❏❏❏❏ Healing Touch Necromancy 1 standard action Instantaneous Touch SC:p.111
[V,S] TARGET: Creature touched; EFFECT: You can transfer 1d6/2 caster levels [max 10d6] of life essence into another creature. [SR:Yes [harmless]; DC:18, Will half; see text]
❏❏❏❏❏ Heroism Enchantment (Compulsion) [Mind-Affecting] 1 standard action 50 minutes Touch PH:p.240
[V, S] TARGET: Creature touched; EFFECT: Gives +2 bonus on attack rolls, saves, skill checks. [SR:Yes (harmless); DC:18, Will negates (harmless)]
❏❏❏❏❏ Hold Person Enchantment (Compulsion) [Mind-Affecting, Earth Shugenja]
1 standard action 5 rounds [D]; see text Medium (150 ft.) PH:p.241
[V, S, F/DF] TARGET: One humanoid creature; EFFECT: Paralyzes one humanoid for 5 rounds. [SR:Yes; DC:18, Will negates; see text]
❏❏❏❏❏ Keen Edge Transmutation [WuJenMetal, Fire Shugenja]1 standard action 50 minutes Close (35 ft.) PH:p.246
[V, S] TARGET: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting; EFFECT: Doubles normal weapon's threat range. [SR:Yes (harmless, object); DC:18, Will negates (harmless, object)]
❏❏❏❏❏ Leomund's Tiny Hut Evocation [Force] 1 standard action 10 hours [D] 20 ft. PH:p.247
[V, S, M] TARGET: 20-ft.-radius sphere centered on your location; EFFECT: Creates shelter for ten creatures. [SR:No]
❏❏❏❏❏ Lightning Bolt Evocation [Electricity, Fire Shugenja] 1 standard action Instantaneous 120 ft. PH:p.248
[V, S, M] TARGET: 120-ft. line; EFFECT: Electricity deals 5d6 damage. [SR:Yes; DC:18, Reflex half]
❏❏❏❏❏ Mage Armor, Greater Conjuration (Creation) [Force] 1 standard action 1 hour/level [D] Touch SC:p.136
[V,S] TARGET: Creature touched; EFFECT: As mage armor, except gain +6 armor bonus. [SR:Yes [harmless]; DC:18, Will negates [harmless]]
❏❏❏❏❏ Reverse Arrows Abjuration 1 standard action 10 minutes/level or until discharged Personal SC:p.175
[V,S,F] TARGET: You; EFFECT: As protection from arrow, except any missile thats damage is negated by the DR 10/magic is turned back on the attacker using the same attack roll [damage rerolled].
❏❏❏❏❏ Spiderskin Transmutation 1 standard action 10 minutes/level Touch SC:p.202
[V,S,M/DF] TARGET: Creature touched; EFFECT: Grants recipient +1 to natural AC, +1 save against poison and +1 bonus to Hide checks for every three caster levels [max +5]. [SR:Yes [harmless]; DC:18, Will negates [harmless]]
❏❏❏❏❏ Stinking Cloud Conjuration (Creation) [WuJenWater] 1 standard action 5 rounds Medium (150 ft.) PH:p.284
[V, S, M] TARGET: Cloud spreads in 20-ft. radius, 20 ft. high; EFFECT: Nauseating vapors, 5 rounds. [SR:No; DC:18, Fortitude negates; see text]
❏❏❏❏❏ Tongues Divination 1 standard action 50 minutes Touch PH:p.294
[V, M/DF] TARGET: Creature touched; EFFECT: Speak any language. [SR:No; DC:18, Will negates (harmless)]
❏❏❏❏❏ Undead Torch Necromancy 1 standard action 1 round/level Close (35 ft.) SC:p.226
[V,S,M] TARGET: One corporeal undead/level, no to of which are more than 30 ft. apart; EFFECT: Target deals additional 2d4 damage to living creatures; see text [SR:Yes [harmless]; DC:18, Will negates [harmless]]
❏❏❏❏❏ Vampiric Touch Necromancy 1 standard action Instantaneous/1 hour; see text Touch PH:p.298
[V, S] TARGET: Living creature touched; EFFECT: Touch deals 2d6 damage; caster gains damage as hp. [SR:Yes]
❏❏❏❏❏ Water Breathing Transmutation [WuJenWater, Water Shugenja]
1 standard action 10 hours; see text Touch PH:p.300
[V, S, M/DF] TARGET: Living creatures touched; EFFECT: Subjects can breathe underwater. [SR:Yes (harmless); DC:18, Will negates (harmless)]
* =Domain/Speciality Spell

Character: Caladar PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.09.05 on 2021-07-24 at 21:49:01.881648300 Page 6
Caladar
Elf (Moon)
RACE
143
AGE
Male
GENDER
Low-Light Vision
VISION
Chaotic Good
ALIGNMENT
Right
DOMINANT HAND
5' 11"
HEIGHT
132 lbs.
WEIGHT
Violet
EYE COLOUR
Pale
SKIN COLOUR
Silver,
HAIR / HAIR STYLE

PHOBIAS
Calm, Logical
PERSONALITY TRAITS

INTERESTS
Calm, deliberate to the point,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
Evereska
REGION
None
DEITY
Humanoid
Race Type

Race Sub Type

Description:
Biography:

Character: Caladar PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:7 (CR:7)
Player: Created using PCGen v6.09.05 on 2021-07-24 at 21:49:01.881648300 Page 7

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