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Skip this first page for printing. Spells cheat sheets courtesy of Perram’s Spellbook 2 Note: Use with caution, particularly the mythic creatures. I did my best to apply templates, but it is possible that there are errors. If a better GM than I would care to proofread, it would be greatly appreciated. Email any errors to [email protected] so that I can fix and reupload.

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   Skip  this  first  page  for  printing.    Spells  cheat  sheets  courtesy  of  Perram’s  Spellbook  2    Note:  Use  with  caution,  particularly  the  mythic  creatures.    I  did  my  best  to  apply  templates,  but  it  is  possible  that  there  are  errors.    If  a  better  GM  than  I  would  care  to  proofread,  it  would  be  greatly  appreciated.    Email  any  errors  to  [email protected]  so  that  I  can  fix  and  re-­‐upload.      

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#5-­‐16–Destiny  of  the  Sands,  Part  3  Subtier  3-­‐4  

 Monster  Stat  Blocks  

and  Reference      

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Tier  3-­‐4   Destiny  of  the  Sands,  Part  3  

Miniature/Pawn  List    • Akatas  (2)  –  Legends  of  Golarion/B2    • Hound  of  Tindalos  –  Shattered  Star/B2  • Skeletons  (4)  –  Various/B1  • Death  Worm  –  B2  • Behir  –  B1  • Human  Alchemist  –  NPC  • Human  Bard  –  NPC  • Human  Sorcerer  –  NPC    Map  Packs/Flip-­‐Mats    • Map-­‐Pack:  Dungeon  Sites  • Flip-­‐Map:  Battlefield  • Flip-­‐Map:  Desert  Ruins  • One  large  custom  map  (26x24,  desert  or  stone  background)    Handouts    • 5  portraits  • 8  player  handouts  (1x#1,  6x#2,  1x#3)  • 1  chase  track  • 1  mythic  chase  rules  summary  

   

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Destiny  of  the  Sands,  Part  3   Tier  3-­‐4    

Part  A1  –  Temple  of  the  Beyond  No  scaling  notes  for  this  encounter    AKATAS  (2)  N  Medium  aberration    Init  +6;  Senses  darkvision  120  ft.,  scent;  Perception  +1  DEFENSE  

AC  13,  touch  12,  flat-­‐footed  11  (+2  Dex,  +1  natural)  hp  15  (2d8+6)  Fort  +3,  Ref  +2,  Will  +4  Defensive  Abilities  no  breath;  Immune  cold,  disease,  poison;  

Resist  fire  30  Weaknesses  deaf,  vulnerable  to  salt  water  OFFENSE  

Speed  40  ft.,  climb  20  ft.  Melee  bite  +2  (1d6+1  plus  void  bite),  2  tentacles  –3  (1d3)  TACTICS  

Before  Combat  The  akatas  lurk  behind  columns,  using  Stealth  to  prepare  an  ambush.  They  attack  once  a  PC  is  within  20  feet.    

During  Combat  The  akatas  attack  the  nearest  PC  and  try  to  infect  him  with  void  death.  

 Morale  The  akatas  fight  to  the  death.  STATISTICS  

Str  12,  Dex  15,  Con  16,  Int  3,  Wis  12,  Cha  11  Base  Atk  +1;  CMB  +2;  CMD  14  (18  vs.  trip)  Feats  Improved  Initiative  Skills  Acrobatics  +6  (+10  jump),  Climb  +9,  Stealth  +10;  Racial  

Modifiers  +4  Stealth  SQ  hibernation  SPECIAL  ABILITIES  

Deaf  (Ex)  Akatas  cannot  hear.  They  are  immune  to  spells  and  effects  that  rely  on  hearing  to  function,  but  they  also  cannot  make  Perception  checks  to  listen.  

Salt  Water  Vulnerability  (Ex)  Salt  water  acts  as  an  extremely  strong  acid  to  akatas.  A  splash  of  salt  water  deals  1d6  points  of  damage  to  an  akata,  and  full  immersion  in  salt  water  deals  4d6  points  of  damage  per  round.  

Void  Bite  (Ex)  Akatas  hold  hundreds  of  invisibly  small  larval  young  within  their  mouths,  spreading  these  parasitic  creatures  to  hosts  through  their  bite.  Only  humanoids  make  suitable  hosts  for  akata  young—all  other  creature  types  are  immune  to  this  parasitic  infection.  The  disease  itself  is  known  as  void  death.    

Disease  (Ex)  Void  Death:  Bite—injury;  save  Fort  DC  12;  onset  1  hour;  frequency  1/day;  effect  1d2  Dex  and  1d2  Con  damage;  an  infected  creature  who  dies  rises  as  a  void  zombie  2d4  hours  later  (see  below);  cure  2  consecutive  saves.  

                               

HUMAN  SKELETONS  (4)  NE  Medium  undead  Init  +6;  Senses  darkvision  60  ft.;  Perception  +0  DEFENSE  

AC  16,  touch  12,  flat-­‐footed  14  (+2  armor,  +2  Dex,  +2  natural)  

hp  4  (1d8)  Fort  +0,  Ref  +2,  Will  +2  DR  5/bludgeoning;  Immune  cold,  undead  traits  OFFENSE  

Speed  30  ft.  Melee  broken  scimitar  +0  (1d6),  claw  –3  (1d4+1)  or  2  claws  

+2  (1d4+2)  TACTICS  

Before  Combat  The  skeletons  lie  inert  among  the  detritus.    They  stand  and  attack  if  a  PC  is  within  reach  or  if  the  akatas  attack.    

During  Combat  The  skeletons  mindlessly  fight  nearby  targets.    

Morale  The  skeletons  fight  until  destroyed.  STATISTICS  

Str  15,  Dex  14,  Con  —,  Int  —,  Wis  10,  Cha  10  Base  Atk  +0;  CMB  +2;  CMD  14  Feats  Improved  Initiative  Gear  broken  chain  shirt,  broken  scimitar                                                                            

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Tier  3-­‐4   Destiny  of  the  Sands,  Part  3    

LESSER  HOUND  OF  TINDALOS  NE  Medium  outsider  (evil,  extraplanar)    Init  +8;  Senses  darkvision  120ft.;  Perception  +14  DEFENSE  

AC  18,  touch  14,  flatfooted  14  (+4  Dex,  +4  natural)  hp  52  (7d10+14)    Fort  +7,  Ref  +9,  Will  +6  DR  5/magic;  Immune  mind-­‐affecting  effects,  poison  OFFENSE  

Speed  40  ft.  Melee  bite  +11  (2d6+2),  2  claws  +11  (1d8+2)  Special  Attacks  ripping  gaze  Spell-­‐Like  Abilities  (CL  7th;  concentration  +8)  

Constant–air  walk  At  will–fog  cloud,  locate  creature  3/day–dimensional  anchor,  discern  location,  greater  

scrying  (DC  19),  invisibility  TACTICS  

Before  Combat  The  hound  of  Tindalos  casts  invisibility  on  itself  then  lurks  in  the  temple,  analyzing  the  PCs.    If  the  akata  or  undead  attack,  the  hound  immediately  joins  the  fight;  otherwise,  it  waits  for  the  PCs  to  study  the  temple  and  strikes  when  their  guard  is  down.  

 During  Combat  The  hound  of  Tindalos  attacks  from  invisibility,  appearing  only  when  it  can  subject  the  PCs  to  its  ripping  gaze.    The  hound  makes  use  of  its  angled  entry  ability  to  leap  around  the  room,  attack  from  unexpected  angles,  and  avoid  retaliation.  

Morale  If  rediced  to  10  or  fewer  hit  points,  the  hound  of  Tindalos  casts  plane  shift  to  escape.    It  returns  after  a  few  rounds  and  remains  invisible,  stalking  the  PCs.    If  discovered,  it  flees  again  and  does  not  come  back  until  the  PCs  leave.  

STATISTICS  

Str  14,  Dex  19,  Con  14,  Int  14,  Wis  19,  Cha  13    Base  Atk  +7;  CMB  +9;  CMD  23    Feats  Blind-­‐Fight,  Improved  Initiative,  Vital  Strike,  Weapon  

Finesse    Skills  Acrobatics  +13  (+17  jump),  Intimidate  +10,  Knowledge  

(arcana)  +11,  Knowledge  (geography)  +11,  Knowledge  (planes)  +11,  Perception  +14,  Sense  Motive  +13,  Stealth  +14,  Survival  +13    

Languages  Aklo  SQ  angled  entry,  otherworldly  mind    SPECIAL  ABILITIES  

Angled  Entry  (Su)  Hounds  of  Tindalos  move  through  the  dimensions  in  ways  other  creatures  cannot  comprehend.  They  may  use  greater  teleport  (self  only)  once  per  round  as  a  swift  action  and  plane  shift  (self  only)  3/day  as  a  standard  action  (caster  level  7th).  A  hound  of  Tindalos  can  use  these  powers  anywhere,  but  its  destination  point  must  be  adjacent  to  a  fixed  angle  or  corner  in  the  physical  environment,  such  as  a  wall,  floor,  or  ceiling  (as  determined  by  the  GM);  temporary  angles  created  by  cloth,  flesh,  or  small  items  are  not  sufficient.  It  cannot  use  these  abilities  to  enter  curved  architecture  or  open  outdoor  environments.  

Otherworldly  Mind  (Ex)  Any  non-­‐outsider  attempting  to  read  the  thoughts  of  a  hound  of  Tindalos  or  communicate  with  it  telepathically  takes  5d4  points  of  nonlethal  damage  and  must  make  a  DC  16  Will  save  or  become  confused  for  2d4  rounds.  This  is  a  mind-­‐affecting  effect.  The  save  DC  is  Charisma-­‐based.  

Ripping  Gaze  (Su)  5d4  slashing  damage,  30  feet,  Fortitude  DC  16  negates.  A  creature  that  succeeds  on  its  save  is  immune  to  that  hound's  gaze  for  24  hours.  Damage  caused  by  a  ripping  gaze  can  be  defeated  by  damage  reduction,  but  it  bypasses  DR/magic  and  slashing.  The  save  DC  is  Charisma-­‐based.  

                                                                                                               

 

   

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Destiny  of  the  Sands,  Part  3   Tier  3-­‐4  

Part  A3  –  The  Behir’s  Domain  To  scale  down,  reduce  the  behir’s  hit  points  to  56  and  remove  2  of  its  claw  attacks.  

 YOUNG  BEHIR  N  Large  magical  beast  Init  +1;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+6  DEFENSE  

AC  22,  touch  12,  flat-­‐footed  19  (+3  Dex,  +10  natural,  –1  size)  hp  85  (10d10+30)  Fort  +10,  Ref  +10,  Will  +5  Immune  electricity  OFFENSE  

Speed  40  ft.,  climb  20  ft.  Melee  bite  +13  (1d8+7  plus  grab)  Space  10  ft.;  Reach  10  ft.  Special  Attacks  breath  weapon  (20-­‐foot  line,  7d6  electricity  

damage,  Reflex  DC  20  for  half,  usable  every  1d4  rounds),  constrict  (1d8+9),  rake  (6  claws  +14,  1d3+4),  swallow  whole  (2d6+7  bludgeoning  damage,  AC  16,  10  hp)  

TACTICS  

During  Combat  The  behir  begins  combat  by  either  knocking  rubble  piles  onto  the  PCs  from  above  or  creeping  down  the  wall  to  blast  one  or  more  targets  with  its  lightning  breath.    It  then  tries  to  grab  an  enemy,  retreat  up  the  cliff,  and  either  rake  its  victim  to  death  or  swallow  him  whole  before  returning  for  more  targets.    It  accuses  the  PCs  of  trespassing  on  its  domain  for  the  second  time–an  unforgivable  offense–implying  that  someone  else  has  recently  traversed  the  area  and  that  the  behir  has  mistaken  the  PCs  for  these  earlier  intruders.    

Morale  The  behir  fights  to  the  death  to  protect  its  territory  STATISTICS  

Str  19,  Dex  16,  Con  17,  Int  7,  Wis  14,  Cha  12  Base  Atk  +10;  CMB  +18  (+22  grapple);  CMD  29  (can't  be  

tripped)  Feats  Alertness,  Cleave,  Great  Cleave,  Power  Attack,  

Weapon  Focus  (bite)  Skills  Climb  +14,  Perception  +8,  Stealth  +5  Languages  Common  SPECIAL  ABILITIES  

Grab  (Ex)  A  behir's  grab  attack  works  against  creatures  of  any  size  category.  It  can  constrict  the  same  round  it  establishes  a  hold.  On  any  round  thereafter  that  it  maintains  its  hold,  the  behir  can  choose  to  rake  the  grappled  target  or  swallow  it  whole.  

   

                                                                                     

   

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Tier  3-­‐4   Destiny  of  the  Sands,  Part  3  

Part  A5  –  The  Final  Heat  To  scale  down,  both  Kafar  and  Nefti  have  taken  2  Strength  and  2  Constitution  damage  from  void  death  disease.  

 KAFAR  Human  alchemist  5/Aspis  agent  2    NE  Medium  humanoid  (human)    Init  +6;  Senses  Perception  +12  DEFENSE  

AC  21,  touch  12,  flat-­‐footed  19  (+5  armor,  +2  Dex,  +4  natural)    

hp  52  (7  HD;  7d8+1d10+12)  Fort  +9,  Ref  +10,  Will  +5;  +4  vs.  poison    Defensive  Abilities  conceal  thoughts,  trap  sense  +1  OFFENSE  

Speed  30  ft.    Melee  mwk  sickle  +9  (1d6+2  plus  blue  whinnis  poison)  or  

mwk  whip  +9  (1d3+2  nonlethal)    Ranged  dart  +8  (1d4+2  plus  blue  whinnis  poison)  or  bomb  

+8  (3d6+2  fire)  s  Special  Attacks  bomb  8/day  (3d6+2  fire,  DC  14)    Alchemist  extracts  Prepared  (CL  5th)  

2nd—delay  poison*,  false  life*,  spider  climb    

1st—ant  haul*APG,  cure  light  wounds,  detect  secret  doors,  endure  elements*,  shield    

*Already  used  TACTICS  

Before  Combat  Kafar  wants  to  ensure  he  is  prepared  in  the  event  that  his  meeting  with  the  Diamond  Sage  goes  poorly.  To  this  end,  he  recently  consumed  his  extracts  of  ant  haul,  delay  poison,  endure  elements,  and  false  life,  as  well  as  his  Strength  mutagen  and  a  potion  of  barkskin.  Nefti  has  also  cast  heroism  on  him.  

During  Combat  Kafar  throws  a  stink  bomb  at  the  PCs  and  enters  the  smoke  cloud  to  strike  with  a  poisoned  sickle,  using  his  delay  poison  extract  to  protect  himself  from  the  cloud’s  nauseating  effect.  He  aims  to  knock  the  PCs  out  just  long  enough  to  allow  him  to  deliver  the  topaz  gem.  

Morale  Kafar  offers  parley  if  reduced  to  12  or  fewer  hit  points  or  if  Nefti  falls  or  surrenders.    

Base  statistics  When  not  under  the  effects  of  his  mutagen,  barkskin,  false  life,  and  heroism,  Kafar’s  statistics  are  AC  17,  flat-­‐footed  15;  hp  42;  fort  +7,  Ref  +8,  Will  +3;  Melee  mwk  sickle  +5  (1d6)  or  mwk  whip  +5  (1d3  nonlethal);  Ranged  dart  +6  (1d4)  or  bomb  +6  (3d6+3  fire);  str  10,  int  16;  CMB  +4;  CMD  16;  skills  Appraise  +11,  Bluff  +14,  Craft  (alchemy)  +11,  Craft  (traps)  +11,  Diplomacy  +9,  Disable  Device  +14,  Disguise  +6,  Intimidate  +11,  Knowledge  (arcana)  +9,  Knowledge  (history)  +11,  Perception  +10,  Sense  Motive  +4,  Sleight  of  Hand  +6,  Survival  +4  

STATISTICS  

Str  14,  Dex  14,  Con  12,  Int  14,  Wis  10,  Cha  13  Base  Atk  +4;  CMB  +8;  CMD  18    Feats  Brew  Potion,  Cosmopolitan  (Diplomacy,  Intimidate),  

Exotic  Weapon  Proficiency  (whip),  Extra  Discovery,  Improved  Initiative,  Skill  Focus  (Bluff),  Throw  Anything  

Skills  Appraise  +12,  Bluff  +16,  Craft  (alchemy)  +12,  Craft  (traps)  +12,  Diplomacy  +11,  Disable  Device  +16,  Disguise  +8,  Intimidate  +13,  Knowledge  (arcana)  +10,  Knowledge  (history)  +12,  Perception  +12,  Sense  Motive  +6,  Sleight  of  Hand  +8,  Survival  +6  

Languages  Aklo,  Common,  Draconic,  Gnoll,  Kelish,  Osiriani,  Undercommon  

SQ  agency  secret  (conceal  thoughts),  alchemy  (alchemy  

crafting  +5,  identify  potions),  discoveries  (concentrate  poison,  smoke  bomb,  stink  bomb),  mask  alignment,  mutagen  (+4/–2,  +2  natural,  50  minutes),  poison  use,  swift  alchemy,  trapfinding,  trap  sense  +1,  

Combat  Gear  potion  of  barkskin,  potion  of  cure  serious  wounds,  tanglefoot  bag  (3);  Other  Gear  +1  mithral  chain  shirt,  mwk  sickle,  mwk  whip,  darts  (4),  cloak  of  resistance  +1,  blue  whinnis  poison  (4  doses),  concentrated  blue  whinnis  poison  (1  dose),  formula  book  (contains  all  prepared  extracts  plus  bulls  strength,  comprehend  languages,  crafter’s  fortune,  disguise  self,  and  expeditious  retreat),  marbles  (4),  masterwork  thieves’  tools,  pocketed  scarf,  173  gp  

SPECIAL  ABILITIES  

Conceal  thoughts  (Su)  If  targeted  with  detect  thoughts  or  a  similar  effect,  Kafar  may  choose  what  thoughts  are  detected,  while  his  true  thoughts  remain  private.  This  does  not  affect  mind-­‐affecting  effects  other  than  thought-­‐reading.  

Concentrated  Blue  Whinnis  Poison  (Ex)  Kafar  has  created  a  concentrated  dose  of  blue  whinnis  poison  (injury;  save  Fort  DC  16;  frequency  1/  round  for  3  rounds;  initial  effect  1  Con  damage;  secondary  effect  unconsciousness  for  1d3  hours;  cure  1  save).  

Mask  Alignment  (Su)  At  2nd  level,  as  a  standard  action,  Kafar  can  alter  his  alignment  aura  to  deceive  effects  that  detect  alignment.  He  may  choose  to  be  detected  as  any  specific  alignment  or  detect  as  no  alignment  at  all.  This  affects  only  alignment  detection,  not  effects  that  cause  harm  or  are  otherwise  based  on  alignment.  This  effect  lasts  until  he  dismisses  it  or  changes  his  alignment  aura  again.  At  this  time,  Kafar  detects  as  being  lawful  neutral.  

   BLUE  WHINNIS  Type  poison,  injury;  Save  Fortitude  DC  14  Frequency  1/round  for  2  rounds  Initial  Effect  1  Con  damage;  Secondary  Effect  

unconsciousness  for  1d3  hours;  Cure  2  consecutive  saves                                          

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Destiny  of  the  Sands,  Part  3   Tier  3-­‐4    

NEFTI  Human  bard  5    CN  Medium  humanoid  (human)    Init  +6;  Senses  Perception  +7  DEFENSE  

AC  15,  touch  12,  flat-­‐footed  13  (+3  armor,  +2  Dex)    hp  41  (5d8+15)    Fort  +4,  Ref  +8,  Will  +9;  +4  vs.  bardic  performance,  language  

dependent,  and  sonic  OFFENSE  

Speed  30  ft.    Melee  +1  human  bane  sap  +7  (1d6+2  nonlethal)    Ranged  mwk  shortbow  +8  (1d6/×3)  Special  Attacks  bardic  performance  16  rounds/day  

(countersong,  distraction,  fascinate  [DC  16],  inspire  competence  +2,  inspire  courage  +2)  

Bard  Spells  Known  (CL  5th;  concentration  +9)  2nd  (3/day)—calm  emotions  (DC  17),  heroism,  mirror  

image    1st  (5/day)—charm  person  (DC  16),  grease  (DC  15),  

hideous  laughter  (DC  16),  silent  image  (DC  15)    0  (at  will)—daze  (DC  15),  detect  magic,  ghost  sound  (DC  

14),  light,  mage  hand,  prestidigitation  (DC  14)  TACTICS  

Before  Combat  Following  Kafar’s  hunch  about  their  impending  meeting  with  the  Diamond  Sage,  Nefti  has  cast  heroism  on  himself  and  Kafar.  During  Combat  Nefti  uses  his  spells  to  inconvenience  and  incapacitate  the  PCs,  sparing  a  moment  to  cast  mirror  image  if  attacked.  If  his  foes  disappear  into  one  of  Kafar’s  stink  bombs,  Nefti  drinks  his  potion  of  delay  poison,  inspires  courage,  and  joins  his  partner  in  the  melee.    

Morale  Nefti  surrenders  if  reduced  to  8  or  fewer  hit  points  or  if  Kafar  attempts  

to  parley  with  the  PCs.  If  Kafar  is  unconscious,  Nefti  offers  to  parley.  Should  the  PCs  refuse  to  negotiate,  Nefti  casts  calm  emotions  and  attempts  to  settle  matters  diplomatically.  

Base  statistics  When  not  under  the  effects  of  his  heroism,  Nefti’s  statistics  are  Fort  +2,  Ref  +6,  Will  +7;  Melee  +1  human  bane  sap  +5  (1d6+2);  CMB  +4;  skills  Acrobatics  +10,  Climb  +6,  Escape  Artist  +10,  Knowledge  (dungeoneering)  +8,  Knowledge  (engineering)  +8,  Knowledge  (geography)  +8,  Knowledge  (local)  +12,  Linguistics  +6,  Perception  +7,  Perform  (act)  +12,  Perform  (oratory)  +9,  Perform  (wind)  +9,  Sleight  of  Hand  +6,  Spellcraft  +6,  Stealth  +10,  Use  Magic  Device  +12  

STATISTICS  

Str  12,  Dex  14,  Con  12,  Int  14,  Wis  13,  Cha  18    Base  Atk  +3;  CMB  +6;  CMD  16    Feats  Improved  Initiative,  Iron  Will,  Spell  Focus  

(enchantment),  Toughness    Skills  Acrobatics  +12,  Climb  +8,  Escape  Artist  +12,  Knowledge  

(dungeoneering)  +10,  Knowledge  (engineering)  +10,  Knowledge  (geography)  +10,  Knowledge  (local)  +14,  Linguistics  +8,  Perception  +9,  Perform  (act)  +14,  Perform  (oratory)  +11,  Perform  (wind)  +11,  Sleight  of  Hand  +8,  Spellcraft  +8,  Stealth  +12,  Use  Magic  Device  +14  

Languages  Common,  Infernal,  Kelish,  Osiriani    SQ  bardic  knowledge  +2,  exceptional  stats,  lore  master  

1/day,  versatile  performance  (act)  Combat  Gear  potion  of  cure  moderate  wounds,  potion  of  delay  poison,  scrolls  of  comprehend  languages  (2),  acid  (2);  Other  Gear  mwk  studded  leather,  +1  human  bane  sap,  mwk  shortbow  with  20  arrows,  shortsword  with  false-­‐bottomed  scabbard,  133  gp  

SPECIAL  ABILITIES  

Exceptional  stats  (ex)  Nefti  is  a  prodigy  of  the  Aspis  Consortium,  and  the  organization  recruited  him  and  began  training  him  for  service  early  in  his  life.  As  a  result,  his  ability  scores  were  generated  using  25  points,  rather  than  the  standard  15  points  used  to  create  most  NPCs.  This  modification  increases  his  total  CR  by  1.  

                                           

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ntyo

urse

lf a

limite

d ab

ility

to a

void

dea

th. W

hile

this

spe

ll is

in e

ffect

, you

gai

n te

mpo

rary

hit

poin

ts e

qual

to 1

d10

+ 1

per

cas

ter

leve

l(m

axim

um +

10).

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Sp

ider

Clim

b2

ALC

HE

MIS

TS

choo

l - tr

ansm

utat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

a liv

e sp

ider

)R

ange

- to

uch

Tar

get -

cre

atur

e to

uche

dD

urat

ion

- 10

min

./lev

elS

avin

g T

hrow

- W

ill n

egat

es (

harm

less

); S

R -

yes

(har

mle

ss)

The

sub

ject

can

clim

b an

d tr

avel

on

vert

ical

surf

aces

or

even

trav

erse

cei

lings

as

wel

l as

a sp

ider

doe

s. T

he a

ffect

ed c

reat

ure

mus

tha

ve it

s ha

nds

free

to c

limb

in th

is m

anne

r.T

he s

ubje

ct g

ains

a c

limb

spee

d of

20

feet

and

a +

8 ra

cial

bon

us o

n C

limb

skill

che

cks;

furt

herm

ore,

it n

eed

not m

ake

Clim

b ch

ecks

to tr

aver

se a

ver

tical

or

horiz

onta

l sur

face

(eve

n up

side

dow

n). A

spi

der

clim

bing

crea

ture

ret

ains

its

Dex

terit

y bo

nus

to A

rmor

Cla

ss (

if an

y) w

hile

clim

bing

, and

opp

onen

tsge

t no

spec

ial b

onus

to th

eir

atta

cks

agai

nst

it. It

can

not,

how

ever

, use

the

run

actio

nw

hile

clim

bing

.

Page 10: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Daz

e0

BA

RD

Sch

ool -

enc

hant

men

t/com

puls

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

a pi

nch

of w

ool o

r si

mila

rsu

bsta

nce)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

hum

anoi

d cr

eatu

re o

f 4 H

D o

r le

ssD

urat

ion

- 1

roun

dS

avin

g T

hrow

- W

ill n

egat

es; S

R -

yes

Thi

s sp

ell c

loud

s th

e m

ind

of a

hum

anoi

dcr

eatu

re w

ith 4

or

few

er H

it D

ice

so th

at it

take

s no

act

ions

. Hum

anoi

ds o

f 5 o

r m

ore

HD

are

not

affe

cted

. A d

azed

sub

ject

is n

otst

unne

d, s

o at

tack

ers

get n

o sp

ecia

lad

vant

age

agai

nst i

t. A

fter

a cr

eatu

re h

asbe

en d

azed

by

this

spe

ll, it

is im

mun

e to

the

effe

cts

of th

is s

pell

for

1 m

inut

e.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Det

ect

Mag

ic0

BA

RD

Sch

ool -

div

inat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

60

ft.A

rea

- co

ne-s

hape

d em

anat

ion

Dur

atio

n -

conc

entr

atio

n, u

p to

1 m

in./l

evel

Sav

ing

Thr

ow -

non

e; S

R -

no

Yo

u d

etec

t m

agic

al a

ura

s. T

he

amo

un

t o

f in

form

atio

nre

veal

ed d

epen

ds

on

ho

w lo

ng

yo

u s

tud

y a

par

ticu

lar

area

or

sub

ject

.

1st

Ro

un

d:

Pre

sen

ce o

r ab

sen

ce o

f m

agic

al a

ura

s.

2nd

Ro

un

d:

Nu

mb

er o

f d

iffe

ren

t m

agic

al a

ura

s an

d t

he

po

wer

of

the

mo

st p

ote

nt

aura

.

3rd

Ro

un

d:

Th

e st

ren

gth

an

d lo

cati

on

of

each

au

ra. I

fth

e it

ems

or

crea

ture

s b

eari

ng

th

e au

ras

are

in li

ne

of

sig

ht,

yo

u c

an m

ake

Kn

ow

led

ge

(arc

ana)

ski

ll ch

ecks

to

det

erm

ine

the

sch

oo

l of

mag

ic in

volv

ed in

eac

h. (

Mak

eo

ne

chec

k p

er a

ura

: D

C 1

5 +

spel

l lev

el, o

r 15

+ 1

/2ca

ster

leve

l fo

r a

no

nsp

ell e

ffec

t.)

If t

he

aura

em

anat

esfr

om

a m

agic

item

, yo

u c

an a

ttem

pt

to id

enti

fy it

sp

rop

erti

es (

see

Sp

ellc

raft

).

Mag

ical

are

as, m

ult

iple

typ

es o

f m

agic

, or

stro

ng

loca

lm

agic

al e

man

atio

ns

may

dis

tort

or

con

ceal

wea

ker

aura

s.

Au

ra S

tren

gth

: A

n a

ura

's p

ow

er d

epen

ds

on

a s

pel

l'sfu

nct

ion

ing

sp

ell l

evel

or

an it

em's

cas

ter

leve

l; s

ee t

he

acco

mp

anyi

ng

tab

le. I

f an

au

ra f

alls

into

mo

re t

han

on

e

Det

ect

Mag

ic (

Co

nt.

)

cate

gory

, det

ect m

agic

indi

cate

s th

e st

rong

er o

f the

two.

Spe

ll or

Obj

ect |

Aur

a P

ower

|

Fai

nt |

Mod

erat

e | S

tron

g | O

verw

helm

ing

|

Fun

ctio

ning

spe

ll (s

pell

leve

l) | 3

rd o

r lo

wer

| 4t

h-6t

h |

7th-

9th

| 10t

h+ (

deity

-leve

l) |

Mag

ic it

em (

cast

er le

vel)

| 5th

or

low

er |

6th-

11th

|12

th-2

0th

| 21s

t+ (

artif

act)

|

Lin

gerin

g A

ura:

A m

agic

al a

ura

linge

rs a

fter

its o

rigin

also

urce

dis

sipa

tes

(in th

e ca

se o

f a s

pell)

or

is d

estr

oyed

(in

the

case

of a

mag

ic it

em).

If d

etec

t mag

ic is

cas

t and

dire

cted

at s

uch

a lo

catio

n, th

e sp

ell i

ndic

ates

an

aura

stre

ngth

of d

im (

even

wea

ker

than

a fa

int a

ura)

. How

long

the

aura

ling

ers

at th

is d

im le

vel d

epen

ds o

n its

orig

inal

pow

er: O

rigin

al S

tren

gth

| Dur

atio

n of

Lin

gerin

g A

ura

|

Fai

nt |

1d6

roun

ds |

Mod

erat

e | 1

d6 m

inut

es |

Str

ong

| 1d6

x10

min

utes

|

Ove

rwhe

lmin

g | 1

d6 d

ays

|

Out

side

rs a

nd e

lem

enta

ls a

re n

ot m

agic

al in

them

selv

es,

but i

f the

y ar

e su

mm

oned

, the

con

jura

tion

spel

l reg

iste

rs.

Eac

h ro

und,

you

can

turn

to d

etec

t mag

ic in

a n

ew a

rea.

The

spe

ll ca

n pe

netr

ate

barr

iers

, but

1 fo

ot o

f sto

ne, 1

inch

Det

ect

Mag

ic (

Co

nt.

)

of c

omm

on m

etal

, a th

in s

heet

of l

ead,

or

3 fe

et o

f woo

d or

dirt

blo

cks

it.

Det

ect m

agic

can

be

mad

e pe

rman

ent w

ith a

per

man

ency

spel

l.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Gh

ost

So

un

d0

BA

RD

Sch

ool -

illu

sion

/figm

ent

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

a bi

t of w

ool o

r a

smal

llu

mp

of w

ax)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Effe

ct -

illu

sory

sou

nds

Dur

atio

n -

1 ro

und/

leve

lS

avin

g T

hrow

- W

ill d

isbe

lief;

SR

- n

o

Gh

ost

so

un

d a

llow

s yo

u t

o c

reat

e a

volu

me

of

sou

nd

th

atri

ses,

rec

edes

, ap

pro

ach

es, o

r re

mai

ns

at a

fix

ed p

lace

. Yo

uch

oo

se w

hat

typ

e o

f so

un

d g

ho

st s

ou

nd

cre

ates

wh

enca

stin

g it

an

d c

ann

ot

ther

eaft

er c

han

ge

the

sou

nd

's b

asic

char

acte

r.

Th

e vo

lum

e o

f so

un

d c

reat

ed d

epen

ds

on

yo

ur

leve

l. Y

ou

can

pro

du

ce a

s m

uch

no

ise

as f

ou

r n

orm

al h

um

ans

per

cast

er le

vel (

max

imu

m 4

0 h

um

ans)

. Th

us,

tal

kin

g, s

ing

ing

,sh

ou

tin

g, w

alki

ng

, mar

chin

g, o

r ru

nn

ing

so

un

ds

can

be

crea

ted

. Th

e n

ois

e a

gh

ost

so

un

d s

pel

l pro

du

ces

can

be

virt

ual

ly a

ny

typ

e o

f so

un

d w

ith

in t

he

volu

me

limit

. A h

ord

eo

f ra

ts r

un

nin

g a

nd

sq

uea

kin

g is

ab

ou

t th

e sa

me

volu

me

asei

gh

t h

um

ans

run

nin

g a

nd

sh

ou

tin

g. A

ro

arin

g li

on

is e

qu

alto

th

e n

ois

e fr

om

16

hu

man

s, w

hile

a r

oar

ing

dra

go

n is

eq

ual

to t

he

no

ise

fro

m 3

2 h

um

ans.

An

yon

e w

ho

hea

rs a

gh

ost

sou

nd

rec

eive

s a

Will

sav

e to

dis

bel

ieve

.

Gh

ost

so

un

d c

an e

nh

ance

th

e ef

fect

iven

ess

of

a si

len

t im

age

spel

l.

Gh

ost

so

un

d c

an b

e m

ade

per

man

ent

wit

h a

per

man

ency

spel

l.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Lig

ht

0B

AR

DS

choo

l - e

voca

tion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, M

/DF

(a

firef

ly)

Ran

ge -

touc

hT

arge

t - o

bjec

t tou

ched

Dur

atio

n -

10 m

in./l

evel

Sav

ing

Thr

ow -

non

e; S

R -

no

Th

is s

pel

l cau

ses

a to

uch

ed o

bje

ct t

o g

low

like

a t

orc

h,

shed

din

g n

orm

al li

gh

t in

a 2

0-fo

ot

rad

ius,

an

d in

crea

sin

g t

he

ligh

t le

vel f

or

an a

dd

itio

nal

20

feet

by

on

e st

ep, u

p t

o n

orm

allig

ht

(dar

knes

s b

eco

mes

dim

lig

ht,

an

d d

im li

gh

t b

eco

mes

no

rmal

lig

ht)

. In

an

are

a o

f n

orm

al o

r b

rig

ht

ligh

t, t

his

sp

ell

has

no

eff

ect.

Th

e ef

fect

is im

mo

bile

, bu

t it

can

be

cast

on

am

ova

ble

ob

ject

.

Yo

u c

an o

nly

hav

e o

ne

ligh

t sp

ell a

ctiv

e at

an

y o

ne

tim

e. If

you

cas

t th

is s

pel

l wh

ile a

no

ther

cas

tin

g is

sti

ll in

eff

ect,

th

ep

revi

ou

s ca

stin

g is

dis

pel

led

. If

you

mak

e th

is s

pel

lp

erm

anen

t (t

hro

ug

h p

erm

anen

cy o

r a

sim

ilar

effe

ct),

it d

oes

no

t co

un

t ag

ain

st t

his

lim

it.

Lig

ht

can

be

use

d t

o c

ou

nte

r o

r d

isp

el a

ny

dar

knes

s sp

ell o

feq

ual

or

low

er s

pel

l lev

el.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Mag

e H

and

0B

AR

DS

choo

l - tr

ansm

utat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

non

mag

ical

, una

ttend

ed o

bjec

tw

eigh

ing

up to

5 lb

s.D

urat

ion

- co

ncen

trat

ion

Sav

ing

Thr

ow -

non

e; S

R -

no

You

poi

nt y

our

finge

r at

an

obje

ct a

nd c

an li

ftit

and

mov

e it

at w

ill fr

om a

dis

tanc

e. A

s a

mov

e ac

tion,

you

can

pro

pel t

he o

bjec

t as

far

as 1

5 fe

et in

any

dire

ctio

n, th

ough

the

spel

len

ds if

the

dist

ance

bet

wee

n yo

u an

d th

eob

ject

eve

r ex

ceed

s th

e sp

ell's

ran

ge.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Pre

stid

igit

atio

n0

BA

RD

Sch

ool -

uni

vers

alC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, SR

ange

- 1

0 ft.

Are

a -

see

text

Effe

ct -

see

text

Tar

get -

see

text

Dur

atio

n -

1 ho

urS

avin

g T

hrow

- s

ee te

xt; S

R -

no

Pre

stid

igit

atio

ns

are

min

or

tric

ks t

hat

no

vice

sp

ellc

aste

rsu

se f

or

pra

ctic

e. O

nce

cas

t, a

pre

stid

igit

atio

n s

pel

l en

able

syo

u t

o p

erfo

rm s

imp

le m

agic

al e

ffec

ts f

or

1 h

ou

r. T

he

effe

cts

are

min

or

and

hav

e se

vere

lim

itat

ion

s. A

pre

stid

igit

atio

n c

ansl

ow

ly li

ft 1

po

un

d o

f m

ater

ial.

It c

an c

olo

r, c

lean

, or

soil

item

s in

a 1

-fo

ot

cub

e ea

ch r

ou

nd

. It

can

ch

ill, w

arm

, or

flav

or

1 p

ou

nd

of

no

nliv

ing

mat

eria

l.

It c

ann

ot

dea

l dam

age

or

affe

ct t

he

con

cen

trat

ion

of

spel

lcas

ters

.

Pre

stid

igit

atio

n c

an c

reat

e sm

all o

bje

cts,

bu

t th

ey lo

ok

cru

de

and

art

ific

ial.

Th

e m

ater

ials

cre

ated

by

a p

rest

idig

itat

ion

sp

ell

are

extr

emel

y fr

agile

, an

d t

hey

can

no

t b

e u

sed

as

too

ls,

wea

po

ns,

or

spel

l co

mp

on

ents

. Fin

ally

, pre

stid

igit

atio

n la

cks

the

po

wer

to

du

plic

ate

any

oth

er s

pel

l eff

ects

. An

y ac

tual

chan

ge

to a

n o

bje

ct (

bey

on

d ju

st m

ovi

ng

, cle

anin

g, o

rso

ilin

g it

) p

ersi

sts

on

ly 1

ho

ur.

Page 11: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Ch

arm

Per

son

1B

AR

DS

choo

l - e

ncha

ntm

ent/c

harm

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

hum

anoi

d cr

eatu

reD

urat

ion

- 1

hour

/leve

lS

avin

g T

hrow

- W

ill n

egat

es; S

R -

yes

Th

is c

har

m m

akes

a h

um

ano

id c

reat

ure

reg

ard

yo

u a

s it

str

ust

ed f

rien

d a

nd

ally

(tr

eat

the

targ

et's

att

itu

de

as f

rien

dly

).If

th

e cr

eatu

re is

cu

rren

tly

bei

ng

th

reat

ened

or

atta

cked

by

you

or

you

r al

lies,

ho

wev

er, i

t re

ceiv

es a

+5

bo

nu

s o

n it

ssa

vin

g t

hro

w.

Th

e sp

ell d

oes

no

t en

able

yo

u t

o c

on

tro

l th

e ch

arm

ed p

erso

nas

if it

wer

e an

au

tom

ato

n, b

ut

it p

erce

ives

yo

ur

wo

rds

and

acti

on

s in

th

e m

ost

fav

ora

ble

way

. Yo

u c

an t

ry t

o g

ive

the

sub

ject

ord

ers,

bu

t yo

u m

ust

win

an

op

po

sed

Ch

aris

ma

chec

k to

co

nvi

nce

it t

o d

o a

nyt

hin

g it

wo

uld

n't

ord

inar

ily d

o.

(Ret

ries

are

no

t al

low

ed.)

An

aff

ecte

d c

reat

ure

nev

er o

bey

ssu

icid

al o

r o

bvi

ou

sly

har

mfu

l ord

ers,

bu

t it

mig

ht

be

con

vin

ced

th

at s

om

eth

ing

ver

y d

ang

ero

us

is w

ort

h d

oin

g.

An

y ac

t b

y yo

u o

r yo

ur

app

aren

t al

lies

that

th

reat

ens

the

char

med

per

son

bre

aks

the

spel

l. Y

ou

mu

st s

pea

k th

ep

erso

n's

lan

gu

age

to c

om

mu

nic

ate

you

r co

mm

and

s, o

r el

seb

e g

oo

d a

t p

anto

mim

ing

.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Gre

ase

1B

AR

DS

choo

l - c

onju

ratio

n/cr

eatio

nC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, S, M

(bu

tter)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

obj

ect o

r 10

-ft.

squa

reD

urat

ion

- 1

min

./lev

elS

avin

g T

hrow

- s

ee te

xt; S

R -

no

A g

reas

e sp

ell c

ove

rs a

so

lid s

urf

ace

wit

h a

laye

r o

f sl

ipp

ery

gre

ase.

An

y cr

eatu

re in

th

e ar

ea w

hen

th

e sp

ell i

s ca

st m

ust

mak

e a

succ

essf

ul R

efle

x sa

ve o

r fa

ll. A

cre

atu

re c

an w

alk

wit

hin

or

thro

ug

h t

he

area

of

gre

ase

at h

alf

no

rmal

sp

eed

wit

h a

DC

10

Acr

ob

atic

s ch

eck.

Fai

lure

mea

ns

it c

an't

mo

veth

at r

ou

nd

(an

d m

ust

th

en m

ake

a R

efle

x sa

ve o

r fa

ll), w

hile

failu

re b

y 5

or

mo

re m

ean

s it

fal

ls (

see

the

Acr

ob

atic

s sk

illfo

r d

etai

ls).

Cre

atu

res

that

do

no

t m

ove

on

th

eir

turn

do

no

tn

eed

to

mak

e th

is c

hec

k an

d a

re n

ot

con

sid

ered

fla

t-fo

ote

d.

Th

e sp

ell c

an a

lso

be

use

d t

o c

reat

e a

gre

asy

coat

ing

on

an

item

.

Mat

eria

l ob

ject

s n

ot

in u

se a

re a

lway

s af

fect

ed b

y th

is s

pel

l,w

hile

an

ob

ject

wie

lded

or

emp

loye

d b

y a

crea

ture

req

uir

esit

s b

eare

r to

mak

e a

Ref

lex

savi

ng

th

row

to

avo

id t

he

effe

ct.

If t

he

init

ial s

avin

g t

hro

w f

ails

, th

e cr

eatu

re im

med

iate

lyd

rop

s th

e it

em. A

sav

ing

th

row

mu

st b

e m

ade

in e

ach

ro

un

dth

at t

he

crea

ture

att

emp

ts t

o p

ick

up

or

use

th

e g

reas

ed it

em.

A c

reat

ure

wea

rin

g g

reas

ed a

rmo

r o

r cl

oth

ing

gai

ns

a +1

0ci

rcu

mst

ance

bo

nu

s o

n E

scap

e A

rtis

t ch

ecks

an

d c

om

bat

man

euve

r ch

ecks

mad

e to

esc

ape

a g

rap

ple

, an

d t

o t

hei

rC

MD

to

avo

id b

ein

g g

rap

ple

d.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Hid

eou

s L

aug

hte

r1

BA

RD

Sch

ool -

enc

hant

men

t/com

puls

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

tiny

frui

t tar

ts a

nd a

feat

her)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

cre

atur

e; s

ee te

xtD

urat

ion

- 1

roun

d/le

vel

Sav

ing

Thr

ow -

Will

neg

ates

; SR

- y

es

Th

is s

pel

l aff

licts

th

e su

bje

ct w

ith

un

con

tro

llab

le la

ug

hte

r. It

colla

pse

s in

to g

ales

of

man

ic la

ug

hte

r, f

allin

g p

ron

e. T

he

sub

ject

can

tak

e n

o a

ctio

ns

wh

ile la

ug

hin

g, b

ut

is n

ot

con

sid

ered

hel

ple

ss.

Aft

er t

he

spel

l en

ds,

it c

an a

ct n

orm

ally

. On

th

e cr

eatu

re's

nex

t tu

rn, i

t m

ay a

ttem

pt

a n

ew s

avin

g t

hro

w t

o e

nd

th

eef

fect

. Th

is is

a f

ull

rou

nd

act

ion

th

at d

oes

no

t p

rovo

keat

tack

s o

f o

pp

ort

un

ity.

If t

his

sav

e is

su

cces

sfu

l, th

e ef

fect

en

ds.

If n

ot,

th

e cr

eatu

reco

nti

nu

es la

ug

hin

g f

or

the

enti

re d

ura

tio

n.

A c

reat

ure

wit

h a

n In

telli

gen

ce s

core

of

2 o

r lo

wer

is n

ot

affe

cted

.

A c

reat

ure

wh

ose

typ

e is

dif

fere

nt

fro

m t

he

cast

er's

rec

eive

sa

+4 b

on

us

on

its

savi

ng

th

row

, bec

ause

hu

mo

r d

oes

n't

"tra

nsl

ate"

wel

l.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Sile

nt

Imag

e1

BA

RD

Sch

ool -

illu

sion

/figm

ent

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, F (

a bi

t of f

leec

e)R

ange

- lo

ng (

400

ft. +

40

ft./le

vel)

Effe

ct -

vis

ual f

igm

ent t

hat c

anno

t ext

end

beyo

nd fo

ur10

-ft.

cube

s +

one

10-

ft. c

ube/

leve

l (S

)D

urat

ion

- co

ncen

trat

ion

Sav

ing

Thr

ow -

Will

dis

belie

f (if

inte

ract

ed w

ith);

SR

-no T

his

spel

l cre

ates

the

visu

al il

lusi

on o

f an

obje

ct, c

reat

ure,

or

forc

e, a

s vi

sual

ized

by

you.

The

illu

sion

doe

s no

t cre

ate

soun

d,sm

ell,

text

ure,

or

tem

pera

ture

. You

can

mov

e th

e im

age

with

in th

e lim

its o

f the

siz

eof

the

effe

ct.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Cal

m E

mo

tio

ns

2B

AR

DS

choo

l - e

ncha

ntm

ent/c

ompu

lsio

nC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, S, D

FR

ange

- m

ediu

m (

100

ft. +

10

ft./le

vel)

Are

a -

crea

ture

s in

a 2

0-ft.

-rad

ius

spre

adD

urat

ion

- co

ncen

trat

ion,

up

to 1

rou

nd/le

vel

Sav

ing

Thr

ow -

Will

neg

ates

; SR

- y

es

Th

is s

pel

l cal

ms

agit

ated

cre

atu

res.

Yo

u h

ave

no

co

ntr

ol

ove

r th

e af

fect

ed c

reat

ure

s, b

ut

calm

em

oti

on

s ca

n s

top

rag

ing

cre

atu

res

fro

m f

igh

tin

g o

r jo

you

s o

nes

fro

m r

evel

ing

.C

reat

ure

s so

aff

ecte

d c

ann

ot

take

vio

len

t ac

tio

ns

(alt

ho

ug

hth

ey c

an d

efen

d t

hem

selv

es)

or

do

an

yth

ing

des

tru

ctiv

e. A

ny

agg

ress

ive

acti

on

ag

ain

st o

r d

amag

e d

ealt

to

a c

alm

edcr

eatu

re im

med

iate

ly b

reak

s th

e sp

ell o

n a

ll ca

lmed

crea

ture

s.

Th

is s

pel

l au

tom

atic

ally

su

pp

ress

es (

bu

t d

oes

no

t d

isp

el)

any

mo

rale

bo

nu

ses

gra

nte

d b

y sp

ells

su

ch a

s b

less

, go

od

ho

pe,

an

d r

age,

an

d a

lso

neg

ates

a b

ard

's a

bili

ty t

o in

spir

eco

ura

ge

or

a b

arb

aria

n's

rag

e ab

ility

. It

also

su

pp

ress

es a

ny

fear

eff

ects

an

d r

emo

ves

the

con

fuse

d c

on

dit

ion

fro

m a

llta

rget

s. W

hile

th

e sp

ell l

asts

, a s

up

pre

ssed

sp

ell,

con

dit

ion

,o

r ef

fect

has

no

eff

ect.

Wh

en t

he

calm

em

oti

on

s sp

ell e

nd

s,th

e o

rig

inal

sp

ell o

r ef

fect

tak

es h

old

of

the

crea

ture

ag

ain

,p

rovi

ded

th

at it

s d

ura

tio

n h

as n

ot

exp

ired

in t

he

mea

nti

me.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Her

ois

m2

BA

RD

Sch

ool -

enc

hant

men

t/com

puls

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

touc

hT

arge

t - c

reat

ure

touc

hed

Dur

atio

n -

10 m

in./l

evel

Sav

ing

Thr

ow -

Will

neg

ates

(ha

rmle

ss);

SR

-ye

s (h

arm

less

)

Thi

s sp

ell i

mbu

es a

sin

gle

crea

ture

with

grea

t bra

very

and

mor

ale

in b

attle

. The

targ

et g

ains

a +

2 m

oral

e bo

nus

on a

ttack

rolls

, sav

es, a

nd s

kill

chec

ks.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Mir

ror

Imag

e2

BA

RD

Sch

ool -

illu

sion

/figm

ent

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

per

sona

lT

arge

t - y

ouD

urat

ion

- 1

min

./lev

el

Th

is s

pel

l cre

ates

a n

um

ber

of

illu

sory

do

ub

les

of

you

th

atin

hab

it y

ou

r sq

uar

e. T

hes

e d

ou

ble

s m

ake

it d

iffi

cult

fo

ren

emie

s to

pre

cise

ly lo

cate

an

d a

ttac

k yo

u.

Wh

en m

irro

r im

age

is c

ast,

1d

4 im

ages

plu

s o

ne

imag

e p

erth

ree

cast

er le

vels

(m

axim

um

eig

ht

imag

es t

ota

l) a

re c

reat

ed.

Th

ese

imag

es r

emai

n in

yo

ur

spac

e an

d m

ove

wit

h y

ou

,m

imic

kin

g y

ou

r m

ove

men

ts, s

ou

nd

s, a

nd

act

ion

s ex

actl

y.W

hen

ever

yo

u a

re a

ttac

ked

or

are

the

targ

et o

f a

spel

l th

atre

qu

ires

an

att

ack

roll,

th

ere

is a

po

ssib

ility

th

at t

he

atta

ckta

rget

s o

ne

of

you

r im

ages

inst

ead

. If

the

atta

ck is

a h

it, r

oll

ran

do

mly

to

see

wh

eth

er t

he

sele

cted

tar

get

is r

eal o

r a

fig

men

t. If

it is

a f

igm

ent,

th

e fi

gm

ent

is d

estr

oye

d. I

f th

eat

tack

mis

ses

by

5 o

r le

ss, o

ne

of

you

r fi

gm

ents

is d

estr

oye

db

y th

e n

ear

mis

s. A

rea

spel

ls a

ffec

t yo

u n

orm

ally

an

d d

o n

ot

des

tro

y an

y o

f yo

ur

fig

men

ts. S

pel

ls a

nd

eff

ects

th

at d

o n

ot

req

uir

e an

att

ack

roll

affe

ct y

ou

no

rmal

ly a

nd

do

no

t d

estr

oy

any

of

you

r fi

gm

ents

. Sp

ells

th

at r

equ

ire

a to

uch

att

ack

are

har

mle

ssly

dis

char

ged

if u

sed

to

des

tro

y a

fig

men

t.

An

att

acke

r m

ust

be

able

to

see

th

e fi

gm

ents

to

be

foo

led

. If

you

are

invi

sib

le o

r th

e at

tack

er is

blin

d, t

he

spel

l has

no

effe

ct (

alth

ou

gh

th

e n

orm

al m

iss

chan

ces

still

ap

ply

).

Page 12: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Destiny  of  the  Sands,  Part  3   Tier  3-­‐4    

Part  B4  –  The  Crystal  Gate  To  scale  down,  use  the  mythic  graven  guardian  statblock.    INVINCIBLE  GRAVEN  GUARDIANS  (2)  N  Medium  construct  (mythic)  Init  +2;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+1  DEFENSE  

AC  22,  touch  12,  flat-­‐footed  20  (+2  Dex,  +10  natural)  hp  63  (6d10+30);  fast  healing  2  Fort  +2,  Ref  +4,  Will  +3  Defensive  Abilities  block  attacks,  second  save;  Resist  10  all;  

DR  5/epic;  Immune  construct  traits;  SR  16  Weaknesses  faith  bound  OFFENSE  

Speed  40  ft.  Melee  +1  keen  quarterstaff  +10/+5  (1d6+5/19–20)  or  slam  

+9  (1d6+4)  Special  Attacks  bleed  2,  magic  weapon,  rest  eternal  Spell-­‐Like  Abilities  (CL  5th;  concentration  +0)  1/day—haste  (self  only)  SQ  guardian  domains  (Nethys–Knowledge,  Protection;  Ptah–

Artifice,  Knowledge)  TACTICS  

During  Combat  A  graven  guardian  begins  combat  by  casting  haste.  It  then  focuses  its  attacks  on  the  PC  that  dealt  it  the  most  damage  since  its  last  turn.  

Morale  The  graven  guardians  fight  until  destroyed  or  until  all  four  gem  carvings  are  illuminated  in  the  proper  order.  

STATISTICS  

Str  16,  Dex  15,  Con  —,  Int  —,  Wis  12,  Cha  1  Base  Atk  +6;  CMB  +9;  CMD  21  SQ  guardian  domains  (Death,  Repose)  SPECIAL  ABILITIES  

Faith  Bound  (Su)  A  graven  guardian  cannot  attack  any  creature  that  openly  wears  or  displays  the  holy  or  unholy  symbol  of  the  deity  to  which  the  graven  guardian  is  dedicated  unless  that  creature  first  attacks  the  graven  guardian.  

Magic  Weapon  (Su)  A  graven  guardian  that  carries  its  deity's  favored  weapon  treats  that  weapon  as  a  +1  weapon  as  long  as  it  is  wielded  by  the  guardian.  If  the  weapon  is  a  melee  weapon,  it  gains  the  keen  weapon  special  ability  (even  if  the  weapon  is  a  bludgeoning  weapon).  If  it  is  a  thrown  weapon,  it  gains  the  returning  weapon  special  ability.  If  it  is  a  ranged  weapon,  it  gains  the  seeking  weapon  special  ability,  and  generates  new  ammunition  with  each  attack  (this  ammunition  is  destroyed  whether  or  not  it  hits).  

Guardian  Domains  Artifice:  Repair  (Ex)—The  graven  guardian's  fast  healing  

increases  to  5.  Knowledge:  Familiarity  (Su)—The  graven  guardian  gains  a  

+2  bonus  on  attack  rolls  again  any  creature  it  attacked  in  the  past  round.  

Protection:  Protected  (Su)—The  graven  guardian  gains  a  +2  bonus  on  all  saves.  

Block  Attacks  (Ex):  Once  per  round,  when  the  creature  is  hit  by  a  melee  or  ranged  attack,  it  can  attempt  a  melee  attack  using  its  highest  attack  bonus.  If  this  result  exceeds  the  result  from  the  attack  against  it,  the  creature  is  unaffected  by  the  attack  (as  if  the  attack  had  missed).  

Second  Save  (Ex):  Whenever  the  creature  fails  a  saving  throw  against  an  effect  with  a  duration  greater  than  1  round,  it  can  keep  trying  to  shake  off  the  effect.  At  the  

start  of  its  turn,  if  it's  still  affected,  it  can  attempt  the  save  one  more  time  as  a  free  action.  If  this  save  succeeds,  the  effect  affects  the  creature  as  if  it  had  succeeded  at  its  initial  saving  throw.  If  the  effect  already  allows  another  saving  throw  on  a  later  turn  to  break  the  effect  (such  as  for  hold  monster),  this  ability  is  in  addition  to  the  extra  saving  throw  from  the  effect.  

 MYTHIC  GRAVEN  GUARDIANS  (2)  N  Medium  construct  (mythic)  Init  +2;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+1  DEFENSE  

AC  20,  touch  12,  flat-­‐footed  18  (+2  Dex,  +8  natural)  hp  53  (6d10+20);  fast  healing  2  Fort  +2,  Ref  +4,  Will  +3  DR  5/adamantine;  Immune  construct  traits;  SR  16  Weaknesses  faith  bound  OFFENSE  

Speed  40  ft.  Melee  +1  keen  quarterstaff  +10/+5  (1d6+5/19–20)  or  slam  

+9  (1d6+4)  Special  Attacks  bleed  2,  magic  weapon,  rest  eternal  Spell-­‐Like  Abilities  (CL  5th;  concentration  +0)  1/day—haste  (self  only)  SQ  guardian  domains  (Nethys–Knowledge,  Protection;  Ptah–

Artifice,  Knowledge)  TACTICS  

During  Combat  A  graven  guardian  begins  combat  by  casting  haste.  It  then  focuses  its  attacks  on  the  PC  that  dealt  it  the  most  damage  since  its  last  turn.  

Morale  The  graven  guardians  fight  until  destroyed  or  until  all  four  gem  carvings  are  illuminated  in  the  proper  order.  

STATISTICS  

Str  16,  Dex  15,  Con  —,  Int  —,  Wis  12,  Cha  1  Base  Atk  +6;  CMB  +9;  CMD  21  SQ  guardian  domains  (Death,  Repose)  SPECIAL  ABILITIES  

Faith  Bound  (Su)  A  graven  guardian  cannot  attack  any  creature  that  openly  wears  or  displays  the  holy  or  unholy  symbol  of  the  deity  to  which  the  graven  guardian  is  dedicated  unless  that  creature  first  attacks  the  graven  guardian.  

Magic  Weapon  (Su)  A  graven  guardian  that  carries  its  deity's  favored  weapon  treats  that  weapon  as  a  +1  weapon  as  long  as  it  is  wielded  by  the  guardian.  If  the  weapon  is  a  melee  weapon,  it  gains  the  keen  weapon  special  ability  (even  if  the  weapon  is  a  bludgeoning  weapon).  If  it  is  a  thrown  weapon,  it  gains  the  returning  weapon  special  ability.  If  it  is  a  ranged  weapon,  it  gains  the  seeking  weapon  special  ability,  and  generates  new  ammunition  with  each  attack  (this  ammunition  is  destroyed  whether  or  not  it  hits).  

Guardian  Domains  Artifice:  Repair  (Ex)—The  graven  guardian's  fast  healing  

increases  to  5.  Knowledge:  Familiarity  (Su)—The  graven  guardian  gains  a  

+2  bonus  on  attack  rolls  again  any  creature  it  attacked  in  the  past  round.  

Protection:  Protected  (Su)—The  graven  guardian  gains  a  +2  bonus  on  all  saves.  

 

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#5-­‐16–Destiny  of  the  Sands,  Part  3  Subtier  6-­‐7  

 Monster  Stat  Blocks  

and  Reference      

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Destiny  of  the  Sands,  Part  3   Tier  6-­‐7    

Miniature/Pawn  List    • Akatas  (2)  –  Legends  of  Golarion/B2    • Hound  of  Tindalos  –  Shattered  Star/B2  • Festrogs  (4)  –  Undead  Horde/B3  • Death  Worm  –  B2  • Behir  –  B1  • Human  Alchemist  –  NPC  • Human  Bard  –  NPC  • Human  Sorcerer  –  NPC    Map  Packs/Flip-­‐Mats    • Map-­‐Pack:  Dungeon  Sites  • Flip-­‐Map:  Battlefield  • Flip-­‐Map:  Desert  Ruins  • One  large  custom  map  (26x24,  desert  or  stone  background)    Handouts    • 5  portraits  • 8  player  handouts  (1x#1,  6x#2,  1x#3)  • 1  chase  track  • 1  mythic  chase  rules  summary        

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Tier  6-­‐7   Destiny  of  the  Sands,  Part  3  

Part  A1  –  Temple  of  the  Beyond  No  scaling  notes  for  this  encounter    ADVANCED  AKATAS  (2)  N  Medium  aberration    Init  +8;  Senses  darkvision  120  ft.,  scent;  Perception  +1  DEFENSE  

AC  17,  touch  14,  flat-­‐footed  13  (+4  Dex,  +3  natural)  hp  19  (2d8+10)  Fort  +5,  Ref  +4,  Will  +6  Defensive  Abilities  no  breath;  Immune  cold,  disease,  poison;  

Resist  fire  30  Weaknesses  deaf,  vulnerable  to  salt  water  OFFENSE  

Speed  40  ft.,  climb  20  ft.  Melee  bite  +4  (1d6+3  plus  void  bite),  2  tentacles  –1  (1d3+2)  TACTICS  

Before  Combat  The  akatas  lurk  behind  columns,  using  Stealth  to  prepare  an  ambush.  They  attack  once  a  PC  is  within  20  feet.    

During  Combat  The  akatas  attack  the  nearest  PC  and  try  to  infect  him  with  void  death.  

 Morale  The  akatas  fight  to  the  death.  STATISTICS  

Str  16,  Dex  19,  Con  20,  Int  7,  Wis  16,  Cha  15  Base  Atk  +1;  CMB  +4;  CMD  18  (22  vs.  trip)  Feats  Improved  Initiative  Skills  Acrobatics  +8  (+12  jump),  Climb  +11,  Stealth  +12;  

Racial  Modifiers  +4  Stealth  SQ  hibernation  SPECIAL  ABILITIES  

Deaf  (Ex)  Akatas  cannot  hear.  They  are  immune  to  spells  and  effects  that  rely  on  hearing  to  function,  but  they  also  cannot  make  Perception  checks  to  listen.  

Salt  Water  Vulnerability  (Ex)  Salt  water  acts  as  an  extremely  strong  acid  to  akatas.  A  splash  of  salt  water  deals  1d6  points  of  damage  to  an  akata,  and  full  immersion  in  salt  water  deals  4d6  points  of  damage  per  round.  

Void  Bite  (Ex)  Akatas  hold  hundreds  of  invisibly  small  larval  young  within  their  mouths,  spreading  these  parasitic  creatures  to  hosts  through  their  bite.  Only  humanoids  make  suitable  hosts  for  akata  young—all  other  creature  types  are  immune  to  this  parasitic  infection.  The  disease  itself  is  known  as  void  death.    

Disease  (Ex)  Void  Death:  Bite—injury;  save  Fort  DC  12;  onset  1  hour;  frequency  1/day;  effect  1d2  Dex  and  1d2  Con  damage;  an  infected  creature  who  dies  rises  as  a  void  zombie  2d4  hours  later  (see  below);  cure  2  consecutive  saves.  

                               

FESTROGS  (4)  NE  Medium  undead    Init  +1;  Senses  darkvision  60  ft.,  scent;  Perception  +6  DEFENSE  

AC  14,  touch  11,  flat-­‐footed  13  (+1  Dex,  +3  natural)  hp  9  (2d8)  Fort  +0,  Ref  +1,  Will  +4  Immune  undead  traits  OFFENSE  

Speed  30  ft.;  four-­‐footed  run  Melee  bite  +4  (1d6+3  plus  feed),  2  claws  +5  (1d4+3)  Special  Attacks  charging  trip,  diseased  pustules,  feed  TACTICS  

Before  Combat  The  festrogs  lie  inert  among  the  detritus.    They  stand  and  attack  if  a  PC  is  within  reach  or  if  the  akatas  attack.    

During  Combat  The  festrogs  mindlessly  fight  nearby  targets.    Morale  The  festrogs  fight  until  destroyed.  STATISTICS  

Str  17,  Dex  13,  Con  —,  Int  10,  Wis  12,  Cha  11  Base  Atk  +1;  CMB  +4;  CMD  15  (19  vs.  trip)  Feats  Weapon  Focus  (claw)  Skills  Climb  +8,  Perception  +6,  Stealth  +6,  Survival  +3  Languages  Common  SPECIAL  ABILITIES  

Charging  Trip  (Ex)  A  festrog  that  hits  with  its  bite  after  making  a  charge  attack  on  all  fours  can  attempt  to  trip  its  opponent  (+4  bonus).  This  trip  does  not  provoke  attacks    of  opportunity.  

Diseased  Pustules  (Ex)  When  a  festrog  takes  damage  from  a  piercing  or  slashing  weapon,  some  of  its  boils  rupture,  squirting  the  attacker  with  puslike  fluids.  The  noxious  secretions  carry  a  potent  contact  disease  that  causes  those  infected  to  break  out  into  painful  necrotic  boils.    

Necrotic  Boils:  Disease—contact;  save  Fort  DC  11;  onset  1  day;  frequency  1/day;  effect  1d4  Con;  cure  1  save.    

Feed  (Su)  Every  time  a  festrog  makes  a  successful  bite  attack,  it  feeds  on  its  opponent's  flesh  and  gains  5  temporary  hit  points.  The  festrog  cannot  have  more  than  5  temporary  hit  points  gained  by  this  ability  at  one  time.  

Four-­‐Footed  Run  (Ex)  A  festrog  can  run  on  all  fours  at  speed  of  50  feet  if  it  doesn't  hold  or  carry  anything  in  its  hands.  When  running  on  all  fours,  it  is  treated  as  if  it  had  the  Run  feat.  

                                   

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Destiny  of  the  Sands,  Part  3   Tier  6-­‐7  

HOUND  OF  TINDALOS  NE  Medium  outsider  (evil,  extraplanar)    Init  +9;  Senses  darkvision  120ft.;  Perception  +18  DEFENSE  

AC  20,  touch  15,  flatfooted  15  (+5  Dex,  +5  natural)  hp  85  (10d10+30)    Fort  +10,  Ref  +12,  Will  +8  DR  10/magic;  Immune  mind-­‐affecting  effects,  poison  OFFENSE  

Speed  40  ft.  Melee  bite  +15  (2d6+3),  2  claws  +15  (1d8+3)  Special  Attacks  ripping  gaze  Spell-­‐Like  Abilities  (CL  10th;  concentration  +13)  

Constant–air  walk  At  will–fog  cloud,  locate  creature,  invisibility  3/day–dimensional  anchor,  discern  location,  greater  

scrying  (DC  20),  haste,  slow  (DC  16)  TACTICS  

Before  Combat  The  hound  of  Tindalos  casts  invisibility  on  itself  then  lurks  in  the  temple,  analyzing  the  PCs.    If  the  akata  or  undead  attack,  the  hound  immediately  joins  the  fight;  otherwise,  it  waits  for  the  PCs  to  study  the  temple  and  strikes  when  their  guard  is  down.  

 During  Combat  The  hound  of  Tindalos  attacks  from  invisibility,  appearing  only  when  it  can  subject  the  PCs  to  its  ripping  gaze.    The  hound  makes  use  of  its  angled  entry  ability  to  leap  around  the  room,  attack  from  unexpected  angles,  and  avoid  retaliation.  

Morale  If  rediced  to  10  or  fewer  hit  points,  the  hound  of  Tindalos  casts  plane  shift  to  escape.    It  returns  after  a  few  rounds  and  remains  invisible,  stalking  the  PCs.    If  discovered,  it  flees  again  and  does  not  come  back  until  the  PCs  leave.  

STATISTICS  

Str  17,  Dex  21,  Con  16,  Int  16,  Wis  21,  Cha  16    Base  Atk  +10;  CMB  +13;  CMD  28  (32  vs.  trip)    Feats  Blind-­‐Fight,  Combat  Reflexes,  Improved  Initiative,  Vital  

Strike,  Weapon  Finesse    Skills  Acrobatics  +18  (+22  jump),  Intimidate  +16,  Knowledge  

(arcana)  +16,  Knowledge  (geography)  +13,  Knowledge  (planes)  +16,  Perception  +18,  Sense  Motive  +18,  Stealth  +18,  Survival  +18    

Languages  Aklo  SQ  angled  entry,  otherworldly  mind    

SPECIAL  ABILITIES  

Angled  Entry  (Su)  Hounds  of  Tindalos  move  through  the  dimensions  in  ways  other  creatures  cannot  comprehend.  They  may  use  greater  teleport  (self  only)  once  per  round  as  a  swift  action  and  plane  shift  (self  only)  3/day  as  a  standard  action  (caster  level  10th).  A  hound  of  Tindalos  can  use  these  powers  anywhere,  but  its  destination  point  must  be  adjacent  to  a  fixed  angle  or  corner  in  the  physical  environment,  such  as  a  wall,  floor,  or  ceiling  (as  determined  by  the  GM);  temporary  angles  created  by  cloth,  flesh,  or  small  items  are  not  sufficient.  It  cannot  use  these  abilities  to  enter  curved  architecture  or  open  outdoor  environments.  

Otherworldly  Mind  (Ex)  Any  non-­‐outsider  attempting  to  read  the  thoughts  of  a  hound  of  Tindalos  or  communicate  with  it  telepathically  takes  5d6  points  of  nonlethal  damage  and  must  make  a  DC  18  Will  save  or  become  confused  for  2d4  rounds.  This  is  a  mind-­‐affecting  effect.  The  save  DC  is  Charisma-­‐based.  

Ripping  Gaze  (Su)  5d6  slashing  damage,  30  feet,  Fortitude  DC  18  negates.  A  creature  that  succeeds  on  its  save  is  immune  to  that  hound's  gaze  for  24  hours.  Damage  caused  by  a  ripping  gaze  can  be  defeated  by  damage  reduction,  but  it  bypasses  DR/magic  and  slashing.  The  save  DC  is  Charisma-­‐based.  

                       

   

   

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Tier  6-­‐7   Destiny  of  the  Sands,  Part  3    

Part  A3  –  The  Behir’s  Domain  To  scale  down,  use  the  Savage  Behir  rather  than  the  Advanced  Savage.    ADVANCED  SAVAGE  BEHIR  N  Huge  magical  beast  (mythic)  Init  +3;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+8  DEFENSE  

AC  27,  touch  11,  flat-­‐footed  24  (+3  Dex,  +16  natural,  –2  size)  hp  135  (10d10+20)  Fort  +14,  Ref  +10,  Will  +6  DR  5/epic;  Resist  10  all  Immune  electricity  OFFENSE  

Speed  40  ft.,  climb  20  ft.  Melee  bite  +17  (2d6+11  plus  grab  and  bleed)  Space  15  ft.;  Reach  10  ft.  Special  Attacks  breath  weapon  (20-­‐foot  line,  7d6  electricity  

damage,  Reflex  DC  20  for  half,  usable  every  1d4  rounds),  constrict  (2d6+11),  rake  (6  claws  +16,  1d4+8),  swallow  whole  (2d8+11  bludgeoning  damage,  AC  16,  10  hp),  bleed  1,  feral  savagery  (full  attack)  

TACTICS  

During  Combat  The  behir  begins  combat  by  either  knocking  rubble  piles  onto  the  PCs  from  above  or  creeping  down  the  wall  to  blast  one  or  more  targets  with  its  lightning  breath.    It  then  tries  to  grab  an  enemy,  retreat  up  the  cliff,  and  either  rake  its  victim  to  death  or  swallow  him  whole  before  returning  for  more  targets.    It  accuses  the  PCs  of  trespassing  on  its  domain  for  the  second  time–an  unforgivable  offense–implying  that  someone  else  has  recently  traversed  the  area  and  that  the  behir  has  mistaken  the  PCs  for  these  earlier  intruders.    

Morale  The  behir  fights  to  the  death  to  protect  its  territory  STATISTICS  

Str  27,  Dex  16,  Con  25,  Int  11,  Wis  18,  Cha  16  Base  Atk  +10;  CMB  +20  (+24  grapple);  CMD  33  (can't  be  

tripped)  Feats  Alertness,  Cleave,  Great  Cleave,  Power  Attack,  

Weapon  Focus  (bite)  Skills  Climb  +16,  Perception  +10,  Stealth  +7  Languages  Common  SPECIAL  ABILITIES  

Grab  (Ex)  A  behir's  grab  attack  works  against  creatures  of  any  size  category.  It  can  constrict  the  same  round  it  establishes  a  hold.  On  any  round  thereafter  that  it  maintains  its  hold,  the  behir  can  choose  to  rake  the  grappled  target  or  swallow  it  whole.  

Feral  Savagery  (Su):  Under  the  circumstances  listed  in  the  monster's  stat  block—such  as  when  it  makes  a  full  attack  or  a  rend  attack—it  can  immediately  attempt  an  additional  attack  against  an  opponent.  This  attack  is  made  using  the  creature's  full  base  attack  bonus,  plus  any  modifiers  appropriate  to  the  situation.  This  additional  attack  doesn't  stack  with  similar  means  of  gaining  additional  attacks,  such  as  the  haste  spell  or  a  speed  weapon.  This  ability  doesn't  grant  an  extra  action,  so  you  can't  use  it  to  cast  a  second  spell  or  otherwise  take  an  extra  action  in  the  round.  

     

SAVAGE  BEHIR  N  Huge  magical  beast  (mythic)  Init  +1;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+6  DEFENSE  

AC  23,  touch  9,  flat-­‐footed  22  (+1  Dex,  +14  natural,  –2  size)  hp  115  (10d10+60)  Fort  +12,  Ref  +8,  Will  +5  DR  5/epic;  Resist  10  all  Immune  electricity  OFFENSE  

Speed  40  ft.,  climb  20  ft.  Melee  bite  +15  (2d6+9  plus  grab  and  bleed)  Space  15  ft.;  Reach  10  ft.  Special  Attacks  breath  weapon  (20-­‐foot  line,  7d6  electricity  

damage,  Reflex  DC  20  for  half,  usable  every  1d4  rounds),  constrict  (2d6+9),  rake  (6  claws  +14,  1d4+6),  swallow  whole  (2d8+9  bludgeoning  damage,  AC  16,  10  hp),  bleed  1,  feral  savagery  (full  attack)  

TACTICS  

During  Combat  The  behir  begins  combat  by  either  knocking  rubble  piles  onto  the  PCs  from  above  or  creeping  down  the  wall  to  blast  one  or  more  targets  with  its  lightning  breath.    It  then  tries  to  grab  an  enemy,  retreat  up  the  cliff,  and  either  rake  its  victim  to  death  or  swallow  him  whole  before  returning  for  more  targets.    It  accuses  the  PCs  of  trespassing  on  its  domain  for  the  second  time–an  unforgivable  offense–implying  that  someone  else  has  recently  traversed  the  area  and  that  the  behir  has  mistaken  the  PCs  for  these  earlier  intruders.    

Morale  The  behir  fights  to  the  death  to  protect  its  territory  STATISTICS  

Str  23,  Dex  12,  Con  21,  Int  7,  Wis  14,  Cha  12  Base  Atk  +10;  CMB  +18  (+22  grapple);  CMD  29  (can't  be  

tripped)  Feats  Alertness,  Cleave,  Great  Cleave,  Power  Attack,  

Weapon  Focus  (bite)  Skills  Climb  +14,  Perception  +8,  Stealth  +5  Languages  Common  SPECIAL  ABILITIES  

Grab  (Ex)  A  behir's  grab  attack  works  against  creatures  of  any  size  category.  It  can  constrict  the  same  round  it  establishes  a  hold.  On  any  round  thereafter  that  it  maintains  its  hold,  the  behir  can  choose  to  rake  the  grappled  target  or  swallow  it  whole.  

Feral  Savagery  (Su):  Under  the  circumstances  listed  in  the  monster's  stat  block—such  as  when  it  makes  a  full  attack  or  a  rend  attack—it  can  immediately  attempt  an  additional  attack  against  an  opponent.  This  attack  is  made  using  the  creature's  full  base  attack  bonus,  plus  any  modifiers  appropriate  to  the  situation.  This  additional  attack  doesn't  stack  with  similar  means  of  gaining  additional  attacks,  such  as  the  haste  spell  or  a  speed  weapon.  This  ability  doesn't  grant  an  extra  action,  so  you  can't  use  it  to  cast  a  second  spell  or  otherwise  take  an  extra  action  in  the  round.  

       

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Destiny  of  the  Sands,  Part  3   Tier  6-­‐7    

Part  A5  –  The  Final  Heat  To  scale  down,  both  Kafar  and  Nefti  have  taken  2  Strength  and  2  Constitution  damage  from  void  death  disease.  

 KAFAR  Human  alchemist  8/Aspis  Agent  (Aspis  Agent)  2    NE  Medium  humanoid  (human)    Init  +6;  Senses  Perception  +13  DEFENSE  

AC  23,  touch  13,  flat-­‐footed  21  (+5  armor,  +1  deflection,  +2  Dex,  +5  natural)  

hp  58  (10  HD;  10d8+10)    Fort  +12,  Ref  +13,  Will  +7;  +6  vs.  poison  OFFENSE  

Speed  30  ft.    Melee  +1  sickle  +12/+7  (1d6+3  plus  blue  whinnis  poison)  or  

mwk  whip  +12/+7  (1d3+2  nonlethal)    Ranged  dart  +11  (1d4+2  plus  blue  whinnis  poison)  or  bomb  

+11/+6  (4d6+2  fire)    Special  Attacks  bomb  11/day  (4d6+2  fire,  DC  16)    Alchemist  extracts  Prepared  (CL  8th)  

3rd—gaseous  form,  haste,  nondetection*    2nd—bull’s  strength,  delay  poison*,  detect  thoughts  (DC  

14),  false  life*,  spider  climb    1st—ant  haul*,  cure  light  wounds,  detect  secret  doors,  

endure  elements*,  shield    *Already  used  

TACTICS  

Before  Combat  Kafar  wants  to  ensure  he  is  prepared  in  the  event  that  his  meeting  with  the  Diamond  Sage  goes  poorly.  To  this  end,  he  recently  consumed  his  extracts  of  ant  haul,  delay  poison,  endure  elements,  and  false  life,  as  well  as  his  Strength  mutagen  and  a  potion  of  barkskin.  Nefti  has  also  cast  heroism  on  him.  

During  Combat  Kafar  throws  a  stink  bomb  at  the  PCs  and  enters  the  smoke  cloud  to  strike  with  a  poisoned  sickle,  using  his  delay  poison  extract  to  protect  himself  from  the  cloud’s  nauseating  effect.  He  aims  to  knock  the  PCs  out  just  long  enough  to  allow  him  to  deliver  the  topaz  gem.  

Morale  Kafar  offers  parley  if  reduced  to  15  or  fewer  hit  points  or  if  Nefti  falls  or  surrenders.    

Base  statistics  When  not  under  the  effects  of  his  mutagen,  barkskin,  false  life,  and  heroism,  Kafar’s  statistics  are  AC  17,  flat-­‐footed  15;  hp  42;  fort  +7,  Ref  +8,  Will  +3;  Melee  +1  sickle  +8/+3  (1d6+1)  or  mwk  whip  +8/+3  (1d3  nonlethal);  Ranged  dart  +9  (1d4)  or  bomb  +9/+4  (4d6+3  fire);  str  10,  int  16;  CMB  +7;  CMD  20;  skills  Appraise  +11,  Bluff  +21,  Craft  (alchemy)  +11,  Craft  (traps)  +11,  Diplomacy  +10,  Disable  Device  +15,  Disguise  +7,  Intimidate  +15,  Knowledge  (arcana)  +9,  Knowledge  (history)  +11,  Perception  +13,  Sense  Motive  +10,  Sleight  of  Hand  +10,  Spellcraft  +8,  Survival  +7  

STATISTICS  

Str  14,  Dex  14,  Con  12,  int  14,  Wis  10,  Cha  14    Base  Atk  +7;  CMB  +11;  CMD  22    Feats  Blind-­‐Fight,  Brew  Potion,  Exotic  Weapon  Proficiency  

(whip),  Improved  Initiative,  Skill  Focus  (Bluff),  Throw  Anything,  Cosmopolitan,  Extra  Discovery    

Skills  Appraise  +12,  Bluff  +23,  Craft  (alchemy)  +12,  Craft  (traps)  +12,  Diplomacy  +12,  Disable  Device  +17,  Disguise  +9,  Intimidate  +17,  Knowledge  (arcana)  +10,  Knowledge  (history)  +12,  Perception  +15,  Sense  Motive  +12,  Sleight  of  Hand  +12,  Spellcraft  +9,  Survival  +9    

Languages  Aklo,  Common,  Draconic,  Gnoll,  Kelish,  Osiriani,  

Undercommon    SQ  agency  secret  (conceal  thoughts),  alchemy  (alchemy  

crafting  +8,  identify  potions),  discoveries  (concentrate  poison,  fast  bombs,  smoke  bomb,  sticky  poison  [2  strikes],  stink  bomb),  mask  alignment,  mutagen  (+4/–2,  +2  natural,  80  minutes),  poison  use,  swift  alchemy,  swift  poisoning  trapfinding,  trap  sense  +1  

Combat  Gear  potion  of  barkskin  (CL  6th),  potion  of  cure  serious  wounds,  tanglefoot  bag  (3);  Other  Gear  +1  mithral  chain  shirt,  +1  sickle,  mwk  whip,  darts  (4),  cloak  of  resistance  +2,  ring  of  protection  +1,  blue  whinnis  poison  (4  doses),  concentrated  blue  whinnis  poison  (1  dose),  formula  book  (contains  all  prepared  extracts  plus  cat’s  

grace,  comprehend  languages,  crafter’s  fortuneAPG,  disguise  self,  expeditious  retreat,  and  heroism),  marbles  

(4),  masterwork  thieves’  tools,  pocketed  scarfUE,  23  gp  SPECIAL  ABILITIES  

Conceal  thoughts  (Su)  If  targeted  with  detect  thoughts  or  a  similar  effect,  Kafar  may  choose  what  thoughts  are  detected,  while  his  true  thoughts  remain  private.  This  does  not  affect  mind-­‐affecting  effects  other  than  thought-­‐reading.  

Concentrated  Blue  Whinnis  Poison  (Ex)  Kafar  has  created  a  concentrated  dose  of  blue  whinnis  poison  (injury;  save  Fort  DC  16;  frequency  1/  round  for  3  rounds;  initial  effect  1  Con  damage;  secondary  effect  unconsciousness  for  1d3  hours;  cure  1  save).  

Mask  Alignment  (Su)  At  2nd  level,  as  a  standard  action,  Kafar  can  alter  his  alignment  aura  to  deceive  effects  that  detect  alignment.  He  may  choose  to  be  detected  as  any  specific  alignment  or  detect  as  no  alignment  at  all.  This  affects  only  alignment  detection,  not  effects  that  cause  harm  or  are  otherwise  based  on  alignment.  This  effect  lasts  until  he  dismisses  it  or  changes  his  alignment  aura  again.  At  this  time,  Kafar  detects  as  being  lawful  neutral.  

   BLUE  WHINNIS  Type  poison,  injury;  Save  Fortitude  DC  14  Frequency  1/round  for  2  rounds  Initial  Effect  1  Con  damage;  Secondary  Effect  

unconsciousness  for  1d3  hours;  Cure  2  consecutive  saves                                    

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Tier  6-­‐7   Destiny  of  the  Sands,  Part  3    

NEFTI  Human  bard  8    CN  Medium  humanoid  (human)    Init  +6;  Senses  Perception  +7  DEFENSE  

AC  17,  touch  13,  flat-­‐footed  15  (+4  armor,  +1  deflection,  +2  Dex)    

hp  60  (8d8+21)    Fort  +6,  Ref  +11,  Will  +12;  +4  vs.  bardic  performance,  

language-­‐dependent,  and  sonic  OFFENSE  

Speed  30  ft.    Melee  +1  human  bane  sap  +10/+5  (1d6+2  nonlethal)    Ranged  mwk  shortbow  +11/+6  (1d6/×3)    Special  Attacks  bardic  performance  22  rounds/day  (move  

action;  countersong,  dirge  of  doom  [DC  18],  distraction,  fascinate  [DC  18],  inspire  competence  +3,  inspire  courage  +2,  suggestion  [DC  18])  

Bard  spells  known  (CL  8th;  concentration  +12)    3rd  (3/day)—confusion  (DC  19),  deep  slumber  (DC  19),  

glibness    2nd  (5/day)—calm  emotions  (DC  18),  glitterdust  (DC  16),  

heroism,  mirror  image,  misdirection  (DC  16),  shatter  (DC  16)    

1st  (5/day)—charm  person  (DC  17),  grease  (DC  15),  hideous  laughter  (DC  17),  obscure  object,  remove  fear,  silent  image  (DC  15)    

0  (at  will)—daze  (DC  16),  detect  magic,  ghost  sound  (DC  14),  light,  mage  hand,  prestidigitation  (DC  14)  

TACTICS  

Before  Combat  Following  Kafar’s  hunch  about  their  impending  meeting  with  the  Diamond  Sage,  Nefti  has  cast  glibness,  heroism,  and  misdirection  (using  a  beetle  he  found  earlier)  on  himself  and  has  cast  heroism  on  Kafar.  

During  Combat  Nefti  uses  his  spells  to  inconvenience  and  incapacitate  the  PCs,  sparing  a  moment  to  cast  mirror  image  if  attacked.  If  his  foes  disappear  into  one  of  Kafar’s  stink  bombs,  Nefti  drinks  his  potion  of  delay  poison,  inspires  courage,  and  joins  his  partner  in  the  melee.  

Morale  Nefti  surrenders  if  reduced  to  12  or  fewer  hit  points  or  if  Kafar  attempts  to  parley  with  the  PCs.  If  Kafar  is  unconscious,  Nefti  offers  to  parley.  Should  the  PCs  refuse  to  negotiate,  Nefti  casts  calm  emotions  to  settle  matters  diplomatically.  

Base  statistics  When  not  under  the  effects  of  his  heroism,  Nefti’s  statistics  are  fort  +4,  Ref  +9,  Will  +10;  Melee  +1  human  bane  sap  +8/+3  (1d6+2);  CMB  +7;  skills  Acrobatics  +13,  Climb  +9,  Escape  Artist  +13,  Knowledge  (dungeoneering)  +10,  Knowledge  (engineering)  +10,  Knowledge  (geography)  +10,  Knowledge  (local)  +17,  Linguistics  +6,  Perception  +7,  Perform  (act)  +15,  Perform  (oratory)  +15,  Perform  (wind)  +9,  Sleight  of  Hand  +6,  Spellcraft  +6,  Stealth  +13,  Use  Magic  Device  +15  

STATISTICS  

Str  12,  Dex  14,  Con  12,  Int  14,  Wis  13,  Cha  19  Base  Atk  +6;  CMB  +9;  CMD  20    Feats  Greater  Spell  Focus  (enchantment),  Improved  

Initiative,  Iron  Will,  Spell  Focus  (enchantment),  Toughness    

Skills  Acrobatics  +15,  Climb  +11,  Escape  Artist  +15,  Knowledge  (dungeoneering)  +12,  Knowledge  (engineering)  +12,  Knowledge  (geography)  +12,  Knowledge  (local)  +19,  Linguistics  +8,  Perception  +9,  Perform  (act)  +17,  Perform  (oratory)  +17,  Perform  (wind)  +11,  Sleight  of  Hand  +8,  Spellcraft  +8,  Stealth  +15,  Use  Magic  Device  +17  

Languages  Common,  Infernal,  Kelish,  Osiriani    SQ  bardic  knowledge  +4,  exceptional  stats,  lore  master  

1/day,  versatile  performance  (act,  oratory)    Combat  Gear  potion  of  cure  moderate  wounds,  potion  of  

delay  poison,  potion  of  invisibility,  scrolls  of  comprehend  languages  (2),  acid  (2);  Other  Gear  +1  studded  leather,  +1  human  bane  sap,  mwk  shortbow  with  20  arrows,  shortsword  with  false-­‐bottomed  scabbard,  cloak  of  resistance  +1,  ring  of  protection  +1,  273  gp  

SPECIAL  ABILITIES  

Exceptional  stats  (ex)  Nefti  is  a  prodigy  of  the  Aspis  Consortium,  and  the  organization  recruited  him  and  began  training  him  for  service  early  in  his  life.  As  a  result,  his  ability  scores  were  generated  using  25  points,  rather  than  the  standard  15  points  used  to  create  most  NPCs.  This  modification  increases  his  total  CR  by  1.  

Favored  Class  Bonus  (ex)  Nefti  has  selected  the  human  bard  favored  class  option  (Advanced  Player’s  Guide  22)  three  times.  As  a  result,  he  knows  one  additional  1st-­‐level  spell  and  two  additional  2nd-­‐level  spells.  

                         

       

Page 20: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Cre

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by

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ram

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pellb

ook.

http

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.theG

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ourc

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2 ho

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harm

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targ

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arm

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reg

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he s

pell

allo

ws

it to

car

ry.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Cu

re L

igh

t W

ou

nd

s1

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MIS

TS

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onju

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hal

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an a

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pt a

Will

sav

e to

take

hal

f dam

age.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Det

ect

Sec

ret

Do

ors

1A

LCH

EM

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Sch

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div

inat

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Cas

ting

Tim

e -

1 st

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sp

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Th

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yo

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tud

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par

ticu

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area

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sub

ject

.

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Ro

un

d:

Pre

sen

ce o

r ab

sen

ce o

f se

cret

do

ors

.

2nd

Ro

un

d:

Nu

mb

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cret

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an

d t

he

loca

tio

n o

fea

ch. I

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ou

tsid

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ur

line

of

sig

ht,

th

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dis

cern

its

dir

ecti

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bu

t n

ot

its

exac

t lo

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on

.

Eac

h A

dd

itio

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Ro

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e m

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m o

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igg

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or

on

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clo

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esp

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ut

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1 in

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met

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th

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hee

t o

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feet

of

wo

od

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dir

tb

lock

s it

.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

En

du

re E

lem

ents

1A

LCH

EM

IST

Sch

ool -

abj

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Cas

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1 st

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ctio

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Dur

atio

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24 h

ours

Sav

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neg

ates

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rmle

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-ye

s (h

arm

less

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A c

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end

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hot

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nviro

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ck o

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and

so

fort

h.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Sh

ield

1A

LCH

EM

IST

Sch

ool -

abj

urat

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Cas

ting

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anda

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fron

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mag

icm

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ttack

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t you

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dis

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sopr

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+4

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onus

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C. T

his

bonu

s ap

plie

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orpo

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hat

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ince

it is

a fo

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hiel

dha

s no

arm

or c

heck

pen

alty

or

arca

ne s

pell

failu

re c

hanc

e.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Bu

ll's

Str

eng

th2

ALC

HE

MIS

TS

choo

l - tr

ansm

utat

ion

Cas

ting

Tim

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a fe

w h

airs

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a pi

nch

ofdu

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a b

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Dur

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evel

Sav

ing

Thr

ow -

Will

neg

ates

(ha

rmle

ss);

SR

- y

es(h

arm

less

)

The

sub

ject

bec

omes

str

onge

r. T

he s

pell

gran

ts a

+4

enha

ncem

ent b

onus

to S

tren

gth,

addi

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ual b

enef

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ttack

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ther

use

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the

Str

engt

h m

odifi

er.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Del

ay P

ois

on

2A

LCH

EM

IST

Sch

ool -

con

jura

tion/

heal

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Cas

ting

Tim

e -

1 st

anda

rd a

ctio

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nent

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Dur

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For

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gate

s (h

arm

less

);S

R -

yes

(ha

rmle

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The

sub

ject

bec

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tem

pora

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imm

une

topo

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. Any

poi

son

in it

s sy

stem

or

any

pois

on to

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xpos

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urin

g th

esp

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ot a

ffect

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ect

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y da

mag

e th

atpo

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may

hav

e al

read

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ne.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Det

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Th

ou

gh

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TS

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cone

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up

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xt; S

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no

Yo

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rfac

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ou

gh

ts. T

he

amo

un

t o

f in

form

atio

nre

veal

ed d

epen

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on

ho

w lo

ng

yo

u s

tud

y a

par

ticu

lar

area

or

sub

ject

.

1st

Ro

un

d:

Pre

sen

ce o

r ab

sen

ce o

f th

ou

gh

ts (

fro

mco

nsc

iou

s cr

eatu

res

wit

h In

telli

gen

ce s

core

s o

f 1

or

hig

her

).

2nd

Ro

un

d:

Nu

mb

er o

f th

inki

ng

min

ds

and

th

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telli

gen

cesc

ore

of

each

. If

the

hig

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telli

gen

ce is

26

or

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dat

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po

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th

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ou

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wn

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th

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his

sp

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loca

tio

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f th

e th

inki

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min

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if y

ou

can

't se

e th

e cr

eatu

res

wh

ose

th

ou

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ts y

ou

are

det

ecti

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.

3rd

Ro

un

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ou

gh

ts o

f an

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th

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urn

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a.T

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spel

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etra

te b

arri

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bu

t 1

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it.

Page 21: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Fal

se L

ife

2A

LCH

EM

IST

Sch

ool -

nec

rom

ancy

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

a dr

op o

f blo

od)

Ran

ge -

per

sona

lT

arge

t - y

ouD

urat

ion

- 1

hour

/leve

l or

until

dis

char

ged;

see

text

You

har

ness

the

pow

er o

f unl

ife to

gra

ntyo

urse

lf a

limite

d ab

ility

to a

void

dea

th. W

hile

this

spe

ll is

in e

ffect

, you

gai

n te

mpo

rary

hit

poin

ts e

qual

to 1

d10

+ 1

per

cas

ter

leve

l(m

axim

um +

10).

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Sp

ider

Clim

b2

ALC

HE

MIS

TS

choo

l - tr

ansm

utat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

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nent

s -

V, S

, M (

a liv

e sp

ider

)R

ange

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uch

Tar

get -

cre

atur

e to

uche

dD

urat

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min

./lev

elS

avin

g T

hrow

- W

ill n

egat

es (

harm

less

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R -

yes

(har

mle

ss)

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sub

ject

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b an

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avel

on

vert

ical

surf

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wel

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ains

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cial

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se a

ver

tical

or

horiz

onta

l sur

face

(eve

n up

side

dow

n). A

spi

der

clim

bing

crea

ture

ret

ains

its

Dex

terit

y bo

nus

to A

rmor

Cla

ss (

if an

y) w

hile

clim

bing

, and

opp

onen

tsge

t no

spec

ial b

onus

to th

eir

atta

cks

agai

nst

it. It

can

not,

how

ever

, use

the

run

actio

nw

hile

clim

bing

.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Gas

eou

s F

orm

3A

LCH

EM

IST

Sch

ool -

tran

smut

atio

nC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- S

, M/D

F (

a bi

t of g

auze

and

aw

isp

of s

mok

e)R

ange

- to

uch

Tar

get -

will

ing

corp

orea

l cre

atur

e to

uche

dD

urat

ion

- 2

min

./lev

elS

avin

g T

hrow

- n

one;

SR

- n

o

Th

e su

bje

ct a

nd

all

its

gea

r b

eco

me

insu

bst

anti

al, m

isty

, an

dtr

ansl

uce

nt.

Its

mat

eria

l arm

or

(in

clu

din

g n

atu

ral a

rmo

r)b

eco

mes

wo

rth

less

, th

ou

gh

its

size

, Dex

teri

ty, d

efle

ctio

nb

on

use

s, a

nd

arm

or

bo

nu

ses

fro

m f

orc

e ef

fect

s st

ill a

pp

ly.

Th

e su

bje

ct g

ain

s D

R 1

0/ m

agic

an

d b

eco

mes

imm

un

e to

po

iso

n, s

nea

k at

tack

s, a

nd

cri

tica

l hit

s. It

can

't at

tack

or

cast

spel

ls w

ith

ver

bal

, so

mat

ic, m

ater

ial,

or

focu

s co

mp

on

ents

wh

ile in

gas

eou

s fo

rm. T

his

do

es n

ot

rule

ou

t th

e u

se o

fce

rtai

n s

pel

ls t

hat

th

e su

bje

ct m

ay h

ave

pre

par

ed u

sin

g t

he

feat

s S

ilen

t S

pel

l, S

till

Sp

ell,

and

Esc

hew

Mat

eria

ls. T

he

sub

ject

als

o lo

ses

sup

ern

atu

ral a

bili

ties

wh

ile in

gas

eou

sfo

rm. I

f it

has

a t

ou

ch s

pel

l rea

dy

to u

se, t

hat

sp

ell i

sd

isch

arg

ed h

arm

less

ly w

hen

th

e g

aseo

us

form

sp

ell t

akes

effe

ct.

A g

aseo

us

crea

ture

can

't ru

n, b

ut

it c

an f

ly a

t a

spee

d o

f 10

feet

an

d a

uto

mat

ical

ly s

ucc

eed

s o

n a

ll F

ly s

kill

chec

ks. I

t ca

np

ass

thro

ug

h s

mal

l ho

les

or

nar

row

op

enin

gs,

eve

n m

ere

crac

ks, w

ith

all

it w

as w

eari

ng

or

ho

ldin

g in

its

han

ds,

as

lon

g a

s th

e sp

ell p

ersi

sts.

Th

e cr

eatu

re is

su

bje

ct t

o t

he

effe

cts

of

win

d, a

nd

it c

an't

ente

r w

ater

or

oth

er li

qu

id. I

t al

soca

n't

man

ipu

late

ob

ject

s o

r ac

tiva

te it

ems,

eve

n t

ho

seca

rrie

d a

lon

g w

ith

its

gas

eou

s fo

rm. C

on

tin

uo

usl

y ac

tive

item

s re

mai

n a

ctiv

e, t

ho

ug

h in

so

me

case

s th

eir

effe

cts

may

be

mo

ot.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Has

te3

ALC

HE

MIS

TS

choo

l - tr

ansm

utat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

a sh

avin

g of

lico

rice

root

)R

ange

- c

lose

(25

ft. +

5 ft

./2 le

vels

)T

arge

t - o

ne c

reat

ure/

leve

l, no

two

of w

hich

can

be

mor

e th

an 3

0 ft.

apa

rtD

urat

ion

- 1

roun

d/le

vel

Sav

ing

Thr

ow -

For

titud

e ne

gate

s (h

arm

less

); S

R -

yes

(har

mle

ss)

Th

e tr

ansm

ute

d c

reat

ure

s m

ove

an

d a

ct m

ore

qu

ickl

y th

ann

orm

al. T

his

ext

ra s

pee

d h

as s

ever

al e

ffec

ts.

Wh

en m

akin

g a

fu

ll at

tack

act

ion

, a h

aste

d c

reat

ure

may

mak

e o

ne

extr

a at

tack

wit

h o

ne

nat

ura

l or

man

ufa

ctu

red

wea

po

n. T

he

atta

ck is

mad

e u

sin

g t

he

crea

ture

's f

ull

bas

eat

tack

bo

nu

s, p

lus

any

mo

dif

iers

ap

pro

pri

ate

to t

he

situ

atio

n.

(Th

is e

ffec

t is

no

t cu

mu

lati

ve w

ith

sim

ilar

effe

cts,

su

ch a

sth

at p

rovi

ded

by

a sp

eed

wea

po

n, n

or

do

es it

act

ual

ly g

ran

tan

ext

ra a

ctio

n, s

o y

ou

can

't u

se it

to

cas

t a

seco

nd

sp

ell o

ro

ther

wis

e ta

ke a

n e

xtra

act

ion

in t

he

rou

nd

.) A

has

ted

crea

ture

gai

ns

a +1

bo

nu

s o

n a

ttac

k ro

lls a

nd

a +

1 d

od

ge

bo

nu

s to

AC

an

d R

efle

x sa

ves.

An

y co

nd

itio

n t

hat

mak

esyo

u lo

se y

ou

r D

exte

rity

bo

nu

s to

Arm

or

Cla

ss (

if a

ny)

als

om

akes

yo

u lo

se d

od

ge

bo

nu

ses.

All

of

the

has

ted

cre

atu

re's

mo

des

of

mo

vem

ent

(in

clu

din

gla

nd

mo

vem

ent,

bu

rro

w, c

limb

, fly

, an

d s

wim

) in

crea

se b

y 30

feet

, to

a m

axim

um

of

twic

e th

e su

bje

ct's

no

rmal

sp

eed

usi

ng

th

at f

orm

of

mo

vem

ent.

Th

is in

crea

se c

ou

nts

as

anen

han

cem

ent

bo

nu

s, a

nd

it a

ffec

ts t

he

crea

ture

's ju

mp

ing

dis

tan

ce a

s n

orm

al f

or

incr

ease

d s

pee

d. M

ult

iple

has

teef

fect

s d

on

't st

ack.

Has

te d

isp

els

and

co

un

ters

slo

w.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

No

nd

etec

tio

n3

ALC

HE

MIS

TS

choo

l - a

bjur

atio

nC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, S, M

(di

amon

d du

st w

orth

50

gp)

Ran

ge -

touc

hT

arge

t - c

reat

ure

or o

bjec

t tou

ched

Dur

atio

n -

1 ho

ur/le

vel

Sav

ing

Thr

ow -

Will

neg

ates

(ha

rmle

ss, o

bjec

t);

SR

- y

es (

harm

less

, obj

ect)

The

war

ded

crea

ture

or

obje

ct b

ecom

esdi

fficu

lt to

det

ect b

y di

vina

tion

spel

ls s

uch

ascl

aira

udie

nce/

clai

rvoy

ance

, loc

ate

obje

ct,

and

dete

ct s

pells

. Non

dete

ctio

n al

sopr

even

ts lo

catio

n by

suc

h m

agic

item

s as

crys

tal b

alls

. If a

div

inat

ion

is a

ttem

pted

agai

nst t

he w

arde

d cr

eatu

re o

r ite

m, t

heca

ster

of t

he d

ivin

atio

n m

ust s

ucce

ed o

n a

cast

er le

vel c

heck

(1d

20 +

cas

ter

leve

l)ag

ains

t a D

C o

f 11

+ th

e ca

ster

leve

l of t

hesp

ellc

aste

r w

ho c

ast n

onde

tect

ion.

If y

ouca

st n

onde

tect

ion

on y

ours

elf o

r on

an

item

curr

ently

in y

our

poss

essi

on, t

he D

C is

15

+yo

ur c

aste

r le

vel.

If ca

st o

n a

crea

ture

, non

dete

ctio

n w

ards

the

crea

ture

's g

ear

as w

ell a

s th

e cr

eatu

re it

self.

Page 22: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Daz

e0

BA

RD

Sch

ool -

enc

hant

men

t/com

puls

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

a pi

nch

of w

ool o

r si

mila

rsu

bsta

nce)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

hum

anoi

d cr

eatu

re o

f 4 H

D o

r le

ssD

urat

ion

- 1

roun

dS

avin

g T

hrow

- W

ill n

egat

es; S

R -

yes

Thi

s sp

ell c

loud

s th

e m

ind

of a

hum

anoi

dcr

eatu

re w

ith 4

or

few

er H

it D

ice

so th

at it

take

s no

act

ions

. Hum

anoi

ds o

f 5 o

r m

ore

HD

are

not

affe

cted

. A d

azed

sub

ject

is n

otst

unne

d, s

o at

tack

ers

get n

o sp

ecia

lad

vant

age

agai

nst i

t. A

fter

a cr

eatu

re h

asbe

en d

azed

by

this

spe

ll, it

is im

mun

e to

the

effe

cts

of th

is s

pell

for

1 m

inut

e.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Det

ect

Mag

ic0

BA

RD

Sch

ool -

div

inat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

60

ft.A

rea

- co

ne-s

hape

d em

anat

ion

Dur

atio

n -

conc

entr

atio

n, u

p to

1 m

in./l

evel

Sav

ing

Thr

ow -

non

e; S

R -

no

Yo

u d

etec

t m

agic

al a

ura

s. T

he

amo

un

t o

f in

form

atio

nre

veal

ed d

epen

ds

on

ho

w lo

ng

yo

u s

tud

y a

par

ticu

lar

area

or

sub

ject

.

1st

Ro

un

d:

Pre

sen

ce o

r ab

sen

ce o

f m

agic

al a

ura

s.

2nd

Ro

un

d:

Nu

mb

er o

f d

iffe

ren

t m

agic

al a

ura

s an

d t

he

po

wer

of

the

mo

st p

ote

nt

aura

.

3rd

Ro

un

d:

Th

e st

ren

gth

an

d lo

cati

on

of

each

au

ra. I

fth

e it

ems

or

crea

ture

s b

eari

ng

th

e au

ras

are

in li

ne

of

sig

ht,

yo

u c

an m

ake

Kn

ow

led

ge

(arc

ana)

ski

ll ch

ecks

to

det

erm

ine

the

sch

oo

l of

mag

ic in

volv

ed in

eac

h. (

Mak

eo

ne

chec

k p

er a

ura

: D

C 1

5 +

spel

l lev

el, o

r 15

+ 1

/2ca

ster

leve

l fo

r a

no

nsp

ell e

ffec

t.)

If t

he

aura

em

anat

esfr

om

a m

agic

item

, yo

u c

an a

ttem

pt

to id

enti

fy it

sp

rop

erti

es (

see

Sp

ellc

raft

).

Mag

ical

are

as, m

ult

iple

typ

es o

f m

agic

, or

stro

ng

loca

lm

agic

al e

man

atio

ns

may

dis

tort

or

con

ceal

wea

ker

aura

s.

Au

ra S

tren

gth

: A

n a

ura

's p

ow

er d

epen

ds

on

a s

pel

l'sfu

nct

ion

ing

sp

ell l

evel

or

an it

em's

cas

ter

leve

l; s

ee t

he

acco

mp

anyi

ng

tab

le. I

f an

au

ra f

alls

into

mo

re t

han

on

e

Det

ect

Mag

ic (

Co

nt.

)

cate

gory

, det

ect m

agic

indi

cate

s th

e st

rong

er o

f the

two.

Spe

ll or

Obj

ect |

Aur

a P

ower

|

Fai

nt |

Mod

erat

e | S

tron

g | O

verw

helm

ing

|

Fun

ctio

ning

spe

ll (s

pell

leve

l) | 3

rd o

r lo

wer

| 4t

h-6t

h |

7th-

9th

| 10t

h+ (

deity

-leve

l) |

Mag

ic it

em (

cast

er le

vel)

| 5th

or

low

er |

6th-

11th

|12

th-2

0th

| 21s

t+ (

artif

act)

|

Lin

gerin

g A

ura:

A m

agic

al a

ura

linge

rs a

fter

its o

rigin

also

urce

dis

sipa

tes

(in th

e ca

se o

f a s

pell)

or

is d

estr

oyed

(in

the

case

of a

mag

ic it

em).

If d

etec

t mag

ic is

cas

t and

dire

cted

at s

uch

a lo

catio

n, th

e sp

ell i

ndic

ates

an

aura

stre

ngth

of d

im (

even

wea

ker

than

a fa

int a

ura)

. How

long

the

aura

ling

ers

at th

is d

im le

vel d

epen

ds o

n its

orig

inal

pow

er: O

rigin

al S

tren

gth

| Dur

atio

n of

Lin

gerin

g A

ura

|

Fai

nt |

1d6

roun

ds |

Mod

erat

e | 1

d6 m

inut

es |

Str

ong

| 1d6

x10

min

utes

|

Ove

rwhe

lmin

g | 1

d6 d

ays

|

Out

side

rs a

nd e

lem

enta

ls a

re n

ot m

agic

al in

them

selv

es,

but i

f the

y ar

e su

mm

oned

, the

con

jura

tion

spel

l reg

iste

rs.

Eac

h ro

und,

you

can

turn

to d

etec

t mag

ic in

a n

ew a

rea.

The

spe

ll ca

n pe

netr

ate

barr

iers

, but

1 fo

ot o

f sto

ne, 1

inch

Det

ect

Mag

ic (

Co

nt.

)

of c

omm

on m

etal

, a th

in s

heet

of l

ead,

or

3 fe

et o

f woo

d or

dirt

blo

cks

it.

Det

ect m

agic

can

be

mad

e pe

rman

ent w

ith a

per

man

ency

spel

l.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Gh

ost

So

un

d0

BA

RD

Sch

ool -

illu

sion

/figm

ent

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

a bi

t of w

ool o

r a

smal

llu

mp

of w

ax)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Effe

ct -

illu

sory

sou

nds

Dur

atio

n -

1 ro

und/

leve

lS

avin

g T

hrow

- W

ill d

isbe

lief;

SR

- n

o

Gh

ost

so

un

d a

llow

s yo

u t

o c

reat

e a

volu

me

of

sou

nd

th

atri

ses,

rec

edes

, ap

pro

ach

es, o

r re

mai

ns

at a

fix

ed p

lace

. Yo

uch

oo

se w

hat

typ

e o

f so

un

d g

ho

st s

ou

nd

cre

ates

wh

enca

stin

g it

an

d c

ann

ot

ther

eaft

er c

han

ge

the

sou

nd

's b

asic

char

acte

r.

Th

e vo

lum

e o

f so

un

d c

reat

ed d

epen

ds

on

yo

ur

leve

l. Y

ou

can

pro

du

ce a

s m

uch

no

ise

as f

ou

r n

orm

al h

um

ans

per

cast

er le

vel (

max

imu

m 4

0 h

um

ans)

. Th

us,

tal

kin

g, s

ing

ing

,sh

ou

tin

g, w

alki

ng

, mar

chin

g, o

r ru

nn

ing

so

un

ds

can

be

crea

ted

. Th

e n

ois

e a

gh

ost

so

un

d s

pel

l pro

du

ces

can

be

virt

ual

ly a

ny

typ

e o

f so

un

d w

ith

in t

he

volu

me

limit

. A h

ord

eo

f ra

ts r

un

nin

g a

nd

sq

uea

kin

g is

ab

ou

t th

e sa

me

volu

me

asei

gh

t h

um

ans

run

nin

g a

nd

sh

ou

tin

g. A

ro

arin

g li

on

is e

qu

alto

th

e n

ois

e fr

om

16

hu

man

s, w

hile

a r

oar

ing

dra

go

n is

eq

ual

to t

he

no

ise

fro

m 3

2 h

um

ans.

An

yon

e w

ho

hea

rs a

gh

ost

sou

nd

rec

eive

s a

Will

sav

e to

dis

bel

ieve

.

Gh

ost

so

un

d c

an e

nh

ance

th

e ef

fect

iven

ess

of

a si

len

t im

age

spel

l.

Gh

ost

so

un

d c

an b

e m

ade

per

man

ent

wit

h a

per

man

ency

spel

l.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Lig

ht

0B

AR

DS

choo

l - e

voca

tion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, M

/DF

(a

firef

ly)

Ran

ge -

touc

hT

arge

t - o

bjec

t tou

ched

Dur

atio

n -

10 m

in./l

evel

Sav

ing

Thr

ow -

non

e; S

R -

no

Th

is s

pel

l cau

ses

a to

uch

ed o

bje

ct t

o g

low

like

a t

orc

h,

shed

din

g n

orm

al li

gh

t in

a 2

0-fo

ot

rad

ius,

an

d in

crea

sin

g t

he

ligh

t le

vel f

or

an a

dd

itio

nal

20

feet

by

on

e st

ep, u

p t

o n

orm

allig

ht

(dar

knes

s b

eco

mes

dim

lig

ht,

an

d d

im li

gh

t b

eco

mes

no

rmal

lig

ht)

. In

an

are

a o

f n

orm

al o

r b

rig

ht

ligh

t, t

his

sp

ell

has

no

eff

ect.

Th

e ef

fect

is im

mo

bile

, bu

t it

can

be

cast

on

am

ova

ble

ob

ject

.

Yo

u c

an o

nly

hav

e o

ne

ligh

t sp

ell a

ctiv

e at

an

y o

ne

tim

e. If

you

cas

t th

is s

pel

l wh

ile a

no

ther

cas

tin

g is

sti

ll in

eff

ect,

th

ep

revi

ou

s ca

stin

g is

dis

pel

led

. If

you

mak

e th

is s

pel

lp

erm

anen

t (t

hro

ug

h p

erm

anen

cy o

r a

sim

ilar

effe

ct),

it d

oes

no

t co

un

t ag

ain

st t

his

lim

it.

Lig

ht

can

be

use

d t

o c

ou

nte

r o

r d

isp

el a

ny

dar

knes

s sp

ell o

feq

ual

or

low

er s

pel

l lev

el.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Mag

e H

and

0B

AR

DS

choo

l - tr

ansm

utat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

non

mag

ical

, una

ttend

ed o

bjec

tw

eigh

ing

up to

5 lb

s.D

urat

ion

- co

ncen

trat

ion

Sav

ing

Thr

ow -

non

e; S

R -

no

You

poi

nt y

our

finge

r at

an

obje

ct a

nd c

an li

ftit

and

mov

e it

at w

ill fr

om a

dis

tanc

e. A

s a

mov

e ac

tion,

you

can

pro

pel t

he o

bjec

t as

far

as 1

5 fe

et in

any

dire

ctio

n, th

ough

the

spel

len

ds if

the

dist

ance

bet

wee

n yo

u an

d th

eob

ject

eve

r ex

ceed

s th

e sp

ell's

ran

ge.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Pre

stid

igit

atio

n0

BA

RD

Sch

ool -

uni

vers

alC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, SR

ange

- 1

0 ft.

Are

a -

see

text

Effe

ct -

see

text

Tar

get -

see

text

Dur

atio

n -

1 ho

urS

avin

g T

hrow

- s

ee te

xt; S

R -

no

Pre

stid

igit

atio

ns

are

min

or

tric

ks t

hat

no

vice

sp

ellc

aste

rsu

se f

or

pra

ctic

e. O

nce

cas

t, a

pre

stid

igit

atio

n s

pel

l en

able

syo

u t

o p

erfo

rm s

imp

le m

agic

al e

ffec

ts f

or

1 h

ou

r. T

he

effe

cts

are

min

or

and

hav

e se

vere

lim

itat

ion

s. A

pre

stid

igit

atio

n c

ansl

ow

ly li

ft 1

po

un

d o

f m

ater

ial.

It c

an c

olo

r, c

lean

, or

soil

item

s in

a 1

-fo

ot

cub

e ea

ch r

ou

nd

. It

can

ch

ill, w

arm

, or

flav

or

1 p

ou

nd

of

no

nliv

ing

mat

eria

l.

It c

ann

ot

dea

l dam

age

or

affe

ct t

he

con

cen

trat

ion

of

spel

lcas

ters

.

Pre

stid

igit

atio

n c

an c

reat

e sm

all o

bje

cts,

bu

t th

ey lo

ok

cru

de

and

art

ific

ial.

Th

e m

ater

ials

cre

ated

by

a p

rest

idig

itat

ion

sp

ell

are

extr

emel

y fr

agile

, an

d t

hey

can

no

t b

e u

sed

as

too

ls,

wea

po

ns,

or

spel

l co

mp

on

ents

. Fin

ally

, pre

stid

igit

atio

n la

cks

the

po

wer

to

du

plic

ate

any

oth

er s

pel

l eff

ects

. An

y ac

tual

chan

ge

to a

n o

bje

ct (

bey

on

d ju

st m

ovi

ng

, cle

anin

g, o

rso

ilin

g it

) p

ersi

sts

on

ly 1

ho

ur.

Page 23: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Ch

arm

Per

son

1B

AR

DS

choo

l - e

ncha

ntm

ent/c

harm

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

hum

anoi

d cr

eatu

reD

urat

ion

- 1

hour

/leve

lS

avin

g T

hrow

- W

ill n

egat

es; S

R -

yes

Th

is c

har

m m

akes

a h

um

ano

id c

reat

ure

reg

ard

yo

u a

s it

str

ust

ed f

rien

d a

nd

ally

(tr

eat

the

targ

et's

att

itu

de

as f

rien

dly

).If

th

e cr

eatu

re is

cu

rren

tly

bei

ng

th

reat

ened

or

atta

cked

by

you

or

you

r al

lies,

ho

wev

er, i

t re

ceiv

es a

+5

bo

nu

s o

n it

ssa

vin

g t

hro

w.

Th

e sp

ell d

oes

no

t en

able

yo

u t

o c

on

tro

l th

e ch

arm

ed p

erso

nas

if it

wer

e an

au

tom

ato

n, b

ut

it p

erce

ives

yo

ur

wo

rds

and

acti

on

s in

th

e m

ost

fav

ora

ble

way

. Yo

u c

an t

ry t

o g

ive

the

sub

ject

ord

ers,

bu

t yo

u m

ust

win

an

op

po

sed

Ch

aris

ma

chec

k to

co

nvi

nce

it t

o d

o a

nyt

hin

g it

wo

uld

n't

ord

inar

ily d

o.

(Ret

ries

are

no

t al

low

ed.)

An

aff

ecte

d c

reat

ure

nev

er o

bey

ssu

icid

al o

r o

bvi

ou

sly

har

mfu

l ord

ers,

bu

t it

mig

ht

be

con

vin

ced

th

at s

om

eth

ing

ver

y d

ang

ero

us

is w

ort

h d

oin

g.

An

y ac

t b

y yo

u o

r yo

ur

app

aren

t al

lies

that

th

reat

ens

the

char

med

per

son

bre

aks

the

spel

l. Y

ou

mu

st s

pea

k th

ep

erso

n's

lan

gu

age

to c

om

mu

nic

ate

you

r co

mm

and

s, o

r el

seb

e g

oo

d a

t p

anto

mim

ing

.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Gre

ase

1B

AR

DS

choo

l - c

onju

ratio

n/cr

eatio

nC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, S, M

(bu

tter)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

obj

ect o

r 10

-ft.

squa

reD

urat

ion

- 1

min

./lev

elS

avin

g T

hrow

- s

ee te

xt; S

R -

no

A g

reas

e sp

ell c

ove

rs a

so

lid s

urf

ace

wit

h a

laye

r o

f sl

ipp

ery

gre

ase.

An

y cr

eatu

re in

th

e ar

ea w

hen

th

e sp

ell i

s ca

st m

ust

mak

e a

succ

essf

ul R

efle

x sa

ve o

r fa

ll. A

cre

atu

re c

an w

alk

wit

hin

or

thro

ug

h t

he

area

of

gre

ase

at h

alf

no

rmal

sp

eed

wit

h a

DC

10

Acr

ob

atic

s ch

eck.

Fai

lure

mea

ns

it c

an't

mo

veth

at r

ou

nd

(an

d m

ust

th

en m

ake

a R

efle

x sa

ve o

r fa

ll), w

hile

failu

re b

y 5

or

mo

re m

ean

s it

fal

ls (

see

the

Acr

ob

atic

s sk

illfo

r d

etai

ls).

Cre

atu

res

that

do

no

t m

ove

on

th

eir

turn

do

no

tn

eed

to

mak

e th

is c

hec

k an

d a

re n

ot

con

sid

ered

fla

t-fo

ote

d.

Th

e sp

ell c

an a

lso

be

use

d t

o c

reat

e a

gre

asy

coat

ing

on

an

item

.

Mat

eria

l ob

ject

s n

ot

in u

se a

re a

lway

s af

fect

ed b

y th

is s

pel

l,w

hile

an

ob

ject

wie

lded

or

emp

loye

d b

y a

crea

ture

req

uir

esit

s b

eare

r to

mak

e a

Ref

lex

savi

ng

th

row

to

avo

id t

he

effe

ct.

If t

he

init

ial s

avin

g t

hro

w f

ails

, th

e cr

eatu

re im

med

iate

lyd

rop

s th

e it

em. A

sav

ing

th

row

mu

st b

e m

ade

in e

ach

ro

un

dth

at t

he

crea

ture

att

emp

ts t

o p

ick

up

or

use

th

e g

reas

ed it

em.

A c

reat

ure

wea

rin

g g

reas

ed a

rmo

r o

r cl

oth

ing

gai

ns

a +1

0ci

rcu

mst

ance

bo

nu

s o

n E

scap

e A

rtis

t ch

ecks

an

d c

om

bat

man

euve

r ch

ecks

mad

e to

esc

ape

a g

rap

ple

, an

d t

o t

hei

rC

MD

to

avo

id b

ein

g g

rap

ple

d.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Hid

eou

s L

aug

hte

r1

BA

RD

Sch

ool -

enc

hant

men

t/com

puls

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M (

tiny

frui

t tar

ts a

nd a

feat

her)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

cre

atur

e; s

ee te

xtD

urat

ion

- 1

roun

d/le

vel

Sav

ing

Thr

ow -

Will

neg

ates

; SR

- y

es

Th

is s

pel

l aff

licts

th

e su

bje

ct w

ith

un

con

tro

llab

le la

ug

hte

r. It

colla

pse

s in

to g

ales

of

man

ic la

ug

hte

r, f

allin

g p

ron

e. T

he

sub

ject

can

tak

e n

o a

ctio

ns

wh

ile la

ug

hin

g, b

ut

is n

ot

con

sid

ered

hel

ple

ss.

Aft

er t

he

spel

l en

ds,

it c

an a

ct n

orm

ally

. On

th

e cr

eatu

re's

nex

t tu

rn, i

t m

ay a

ttem

pt

a n

ew s

avin

g t

hro

w t

o e

nd

th

eef

fect

. Th

is is

a f

ull

rou

nd

act

ion

th

at d

oes

no

t p

rovo

keat

tack

s o

f o

pp

ort

un

ity.

If t

his

sav

e is

su

cces

sfu

l, th

e ef

fect

en

ds.

If n

ot,

th

e cr

eatu

reco

nti

nu

es la

ug

hin

g f

or

the

enti

re d

ura

tio

n.

A c

reat

ure

wit

h a

n In

telli

gen

ce s

core

of

2 o

r lo

wer

is n

ot

affe

cted

.

A c

reat

ure

wh

ose

typ

e is

dif

fere

nt

fro

m t

he

cast

er's

rec

eive

sa

+4 b

on

us

on

its

savi

ng

th

row

, bec

ause

hu

mo

r d

oes

n't

"tra

nsl

ate"

wel

l.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Ob

scu

re O

bje

ct1

BA

RD

Sch

ool -

abj

urat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M/D

F (

cham

eleo

n sk

in)

Ran

ge -

touc

hT

arge

t - o

ne o

bjec

t tou

ched

of u

p to

100

lbs.

/leve

lD

urat

ion

- 8

hour

sS

avin

g T

hrow

- W

ill n

egat

es (

obje

ct);

SR

- y

es(o

bjec

t)

Thi

s sp

ell h

ides

an

obje

ct fr

om lo

catio

n by

divi

natio

n (s

cryi

ng)

effe

cts,

suc

h as

the

scry

ing

spel

l or

a cr

ysta

l bal

l. S

uch

anat

tem

pt a

utom

atic

ally

fails

(if

the

divi

natio

n is

targ

eted

on

the

obje

ct)

or fa

ils to

per

ceiv

eth

e ob

ject

(if

the

divi

natio

n is

targ

eted

on

ane

arby

loca

tion,

obj

ect,

or p

erso

n).

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Rem

ove

Fea

r1

BA

RD

Sch

ool -

abj

urat

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Tar

get -

one

cre

atur

e pl

us o

ne a

dditi

onal

cre

atur

e pe

r fo

urle

vels

, no

two

of w

hich

can

be

mor

e th

an 3

0 ft.

apa

rtD

urat

ion

- 10

min

utes

; see

text

Sav

ing

Thr

ow -

Will

neg

ates

(ha

rmle

ss);

SR

- y

es(h

arm

less

)

You

inst

ill c

oura

ge in

the

subj

ect,

gran

ting

ita

+4

mor

ale

bonu

s ag

ains

t fea

r ef

fect

s fo

r 10

min

utes

. If t

he s

ubje

ct is

und

er th

e in

fluen

ceof

a fe

ar e

ffect

whe

n re

ceiv

ing

the

spel

l, th

atef

fect

is s

uppr

esse

d fo

r th

e du

ratio

n of

the

spel

l.

Rem

ove

fear

cou

nter

s an

d di

spel

s ca

use

fear

.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Sile

nt

Imag

e1

BA

RD

Sch

ool -

illu

sion

/figm

ent

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, F (

a bi

t of f

leec

e)R

ange

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ng (

400

ft. +

40

ft./le

vel)

Effe

ct -

vis

ual f

igm

ent t

hat c

anno

t ext

end

beyo

nd fo

ur10

-ft.

cube

s +

one

10-

ft. c

ube/

leve

l (S

)D

urat

ion

- co

ncen

trat

ion

Sav

ing

Thr

ow -

Will

dis

belie

f (if

inte

ract

ed w

ith);

SR

-no T

his

spel

l cre

ates

the

visu

al il

lusi

on o

f an

obje

ct, c

reat

ure,

or

forc

e, a

s vi

sual

ized

by

you.

The

illu

sion

doe

s no

t cre

ate

soun

d,sm

ell,

text

ure,

or

tem

pera

ture

. You

can

mov

e th

e im

age

with

in th

e lim

its o

f the

siz

eof

the

effe

ct.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Cal

m E

mo

tio

ns

2B

AR

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choo

l - e

ncha

ntm

ent/c

ompu

lsio

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astin

g T

ime

- 1

stan

dard

act

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Com

pone

nts

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, S, D

FR

ange

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a -

crea

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a 2

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up

to 1

rou

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vel

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ing

Thr

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Will

neg

ates

; SR

- y

es

Th

is s

pel

l cal

ms

agit

ated

cre

atu

res.

Yo

u h

ave

no

co

ntr

ol

ove

r th

e af

fect

ed c

reat

ure

s, b

ut

calm

em

oti

on

s ca

n s

top

rag

ing

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atu

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fro

m f

igh

tin

g o

r jo

you

s o

nes

fro

m r

evel

ing

.C

reat

ure

s so

aff

ecte

d c

ann

ot

take

vio

len

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ho

ug

hth

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an d

efen

d t

hem

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es)

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do

an

yth

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tru

ctiv

e. A

ny

agg

ress

ive

acti

on

ag

ain

st o

r d

amag

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ealt

to

a c

alm

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med

iate

ly b

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e sp

ell o

n a

ll ca

lmed

crea

ture

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Th

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pel

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tom

atic

ally

su

pp

ress

es (

bu

t d

oes

no

t d

isp

el)

any

mo

rale

bo

nu

ses

gra

nte

d b

y sp

ells

su

ch a

s b

less

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pe,

an

d r

age,

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d a

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neg

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a b

ard

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bili

ty t

o in

spir

eco

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ge

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a b

arb

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rag

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ility

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su

pp

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ny

fear

eff

ects

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d r

emo

ves

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con

fuse

d c

on

dit

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m a

llta

rget

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hile

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ell l

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, a s

up

pre

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ell,

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,o

r ef

fect

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ect.

Wh

en t

he

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oti

on

s sp

ell e

nd

s,th

e o

rig

inal

sp

ell o

r ef

fect

tak

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old

of

the

crea

ture

ag

ain

,p

rovi

ded

th

at it

s d

ura

tio

n h

as n

ot

exp

ired

in t

he

mea

nti

me.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Glit

terd

ust

2B

AR

DS

choo

l - c

onju

ratio

n/cr

eatio

nC

astin

g T

ime

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stan

dard

act

ion

Com

pone

nts

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, S, M

(gr

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mic

a)R

ange

- m

ediu

m (

100

ft. +

10

ft./le

vel)

Are

a -

crea

ture

s an

d ob

ject

s w

ithin

10-

ft.-r

adiu

ssp

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Dur

atio

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1 ro

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g T

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egat

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R -

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A c

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very

one

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the

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All

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yth

e du

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mov

ed a

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ntin

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to s

park

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ntil

it fa

des.

Eac

hro

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at th

e en

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linde

dcr

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res

may

atte

mpt

new

sav

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thro

ws

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d th

e bl

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ct.

Any

cre

atur

e co

vere

d by

the

dust

take

s a

-40

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lty o

n S

teal

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heck

s.

Page 24: Skipthisfirstpageforprinting. ! …pfsprep.com/e107_files/public/1396964400_141_FT0_5-16... · 2019. 11. 14. · Skipthisfirstpageforprinting. !! Spellscheat!sheetscourtesyofPerram’sSpellbook!2!!

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Her

ois

m2

BA

RD

Sch

ool -

enc

hant

men

t/com

puls

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

Ran

ge -

touc

hT

arge

t - c

reat

ure

touc

hed

Dur

atio

n -

10 m

in./l

evel

Sav

ing

Thr

ow -

Will

neg

ates

(ha

rmle

ss);

SR

-ye

s (h

arm

less

)

Thi

s sp

ell i

mbu

es a

sin

gle

crea

ture

with

grea

t bra

very

and

mor

ale

in b

attle

. The

targ

et g

ains

a +

2 m

oral

e bo

nus

on a

ttack

rolls

, sav

es, a

nd s

kill

chec

ks.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Mir

ror

Imag

e2

BA

RD

Sch

ool -

illu

sion

/figm

ent

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

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ge -

per

sona

lT

arge

t - y

ouD

urat

ion

- 1

min

./lev

el

Th

is s

pel

l cre

ates

a n

um

ber

of

illu

sory

do

ub

les

of

you

th

atin

hab

it y

ou

r sq

uar

e. T

hes

e d

ou

ble

s m

ake

it d

iffi

cult

fo

ren

emie

s to

pre

cise

ly lo

cate

an

d a

ttac

k yo

u.

Wh

en m

irro

r im

age

is c

ast,

1d

4 im

ages

plu

s o

ne

imag

e p

erth

ree

cast

er le

vels

(m

axim

um

eig

ht

imag

es t

ota

l) a

re c

reat

ed.

Th

ese

imag

es r

emai

n in

yo

ur

spac

e an

d m

ove

wit

h y

ou

,m

imic

kin

g y

ou

r m

ove

men

ts, s

ou

nd

s, a

nd

act

ion

s ex

actl

y.W

hen

ever

yo

u a

re a

ttac

ked

or

are

the

targ

et o

f a

spel

l th

atre

qu

ires

an

att

ack

roll,

th

ere

is a

po

ssib

ility

th

at t

he

atta

ckta

rget

s o

ne

of

you

r im

ages

inst

ead

. If

the

atta

ck is

a h

it, r

oll

ran

do

mly

to

see

wh

eth

er t

he

sele

cted

tar

get

is r

eal o

r a

fig

men

t. If

it is

a f

igm

ent,

th

e fi

gm

ent

is d

estr

oye

d. I

f th

eat

tack

mis

ses

by

5 o

r le

ss, o

ne

of

you

r fi

gm

ents

is d

estr

oye

db

y th

e n

ear

mis

s. A

rea

spel

ls a

ffec

t yo

u n

orm

ally

an

d d

o n

ot

des

tro

y an

y o

f yo

ur

fig

men

ts. S

pel

ls a

nd

eff

ects

th

at d

o n

ot

req

uir

e an

att

ack

roll

affe

ct y

ou

no

rmal

ly a

nd

do

no

t d

estr

oy

any

of

you

r fi

gm

ents

. Sp

ells

th

at r

equ

ire

a to

uch

att

ack

are

har

mle

ssly

dis

char

ged

if u

sed

to

des

tro

y a

fig

men

t.

An

att

acke

r m

ust

be

able

to

see

th

e fi

gm

ents

to

be

foo

led

. If

you

are

invi

sib

le o

r th

e at

tack

er is

blin

d, t

he

spel

l has

no

effe

ct (

alth

ou

gh

th

e n

orm

al m

iss

chan

ces

still

ap

ply

).

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Mis

dir

ecti

on

2B

AR

DS

choo

l - il

lusi

on/g

lam

erC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, SR

ange

- c

lose

(25

ft. +

5 ft

./2 le

vels

)T

arge

t - o

ne c

reat

ure

or o

bjec

t, up

to a

10-

ft. c

ube

insi

zeD

urat

ion

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hour

/leve

lS

avin

g T

hrow

- n

one

or W

ill n

egat

es; s

ee te

xt; S

R -

no

By

mea

ns

of

this

sp

ell,

you

mis

dir

ect

the

info

rmat

ion

fro

md

ivin

atio

n s

pel

ls t

hat

rev

eal a

ura

s (d

etec

t ev

il, d

etec

t m

agic

,d

isce

rn li

es, a

nd

th

e lik

e). O

n c

asti

ng

th

e sp

ell,

you

ch

oo

sean

oth

er o

bje

ct w

ith

in r

ang

e. F

or

the

du

rati

on

of

the

spel

l, th

esu

bje

ct o

f m

isd

irec

tio

n is

det

ecte

d a

s if

it w

ere

the

oth

ero

bje

ct. N

eith

er t

he

sub

ject

no

r th

e o

ther

ob

ject

get

s a

savi

ng

thro

w a

gai

nst

th

is e

ffec

t. D

etec

tio

n s

pel

ls p

rovi

de

info

rmat

ion

bas

ed o

n t

he

seco

nd

ob

ject

rat

her

th

an o

n t

he

actu

al t

arg

et o

f th

e d

etec

tio

n u

nle

ss t

he

cast

er o

f th

ed

etec

tio

n s

ucc

eed

s o

n a

Will

sav

e. F

or

inst

ance

, yo

u c

ou

ldm

ake

you

rsel

f d

etec

t as

a t

ree

if o

ne

wer

e w

ith

in r

ang

e at

cast

ing

: n

ot

evil,

no

t ly

ing

, no

t m

agic

al, n

eutr

al in

alig

nm

ent,

and

so

fo

rth

. Th

is s

pel

l do

es n

ot

affe

ct o

ther

typ

es o

fd

ivin

atio

n m

agic

(au

gu

ry, d

etec

t th

ou

gh

ts,

clai

rau

die

nce

/cla

irvo

yan

ce, a

nd

th

e lik

e).

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Sh

atte

r2

BA

RD

Sch

ool -

evo

catio

nC

astin

g T

ime

- 1

stan

dard

act

ion

Com

pone

nts

- V

, S, M

/DF

(a

chip

of m

ica)

Ran

ge -

clo

se (

25 ft

. + 5

ft./2

leve

ls)

Are

a -

5-ft.

-rad

ius

spre

ad; o

r on

e so

lid o

bjec

t or

one

crys

talli

necr

eatu

reT

arge

t - 5

-ft.-

radi

us s

prea

d; o

r on

e so

lid o

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t or

one

crys

talli

necr

eatu

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urat

ion

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stan

tane

ous

Sav

ing

Thr

ow -

Will

neg

ates

(ob

ject

); W

ill n

egat

es (

obje

ct)

orF

ortit

ude

half;

; S

R -

yes

Sh

atte

r cr

eate

s a

lou

d, r

ing

ing

no

ise

that

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aks

bri

ttle

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on

mag

ical

ob

ject

s; s

un

der

s a

sin

gle

so

lid, n

on

mag

ical

ob

ject

; o

r d

amag

es a

cry

stal

line

crea

ture

.

Use

d a

s an

are

a at

tack

, sh

atte

r d

estr

oys

no

nm

agic

al o

bje

cts

of

crys

tal,

gla

ss, c

eram

ic, o

r p

orc

elai

n. A

ll su

ch o

bje

cts

wit

hin

a 5

-fo

ot

rad

ius

of

the

po

int

of

ori

gin

are

sm

ash

ed in

tod

oze

ns

of

pie

ces

by

the

spel

l. O

bje

cts

wei

gh

ing

mo

re t

han

1p

ou

nd

per

yo

ur

leve

l are

no

t af

fect

ed, b

ut

all o

ther

ob

ject

s o

fth

e ap

pro

pri

ate

com

po

siti

on

are

sh

atte

red

.

Alt

ern

ativ

ely,

yo

u c

an t

arg

et s

hat

ter

agai

nst

a s

ing

le s

olid

no

nm

agic

al o

bje

ct, r

egar

dle

ss o

f co

mp

osi

tio

n, w

eig

hin

g u

pto

10

po

un

ds

per

cas

ter

leve

l. T

arg

eted

ag

ain

st a

cry

stal

line

crea

ture

(o

f an

y w

eig

ht)

, sh

atte

r d

eals

1d

6 p

oin

ts o

f so

nic

dam

age

per

cas

ter

leve

l (m

axim

um

10d

6), w

ith

a F

ort

itu

de

save

fo

r h

alf

dam

age.

Cre

ated

by

Per

ram

's S

pellb

ook.

http

://w

ww

.theG

M.o

rg S

ourc

e: P

FR

PG

Cor

e

Co

nfu

sio

n3

BA

RD

Sch

ool -

enc

hant

men

t/com

puls

ion

Cas

ting

Tim

e -

1 st

anda

rd a

ctio

nC

ompo

nent

s -

V, S

, M/D

F (

thre

e nu

tshe

lls)

Ran

ge -

med

ium

(10

0 ft.

+ 1

0 ft.

/leve

l)T

arge

t - a

ll cr

eatu

res

in a

15-

ft.-r

adiu

s bu

rst

Dur

atio

n -

1 ro

und/

leve

lS

avin

g T

hrow

- W

ill n

egat

es; S

R -

yes

Th

is s

pel

l cau

ses

con

fusi

on

in t

he

targ

ets,

mak

ing

th

emu

nab

le t

o d

eter

min

e th

eir

acti

on

s. R

oll

on

th

e fo

llow

ing

tab

le a

t th

e st

art

of

each

su

bje

ct's

tu

rn e

ach

ro

un

d t

ose

e w

hat

it d

oes

in t

hat

ro

un

d.

d%

| B

ehav

ior

|

01-

25 |

Act

no

rmal

ly |

26-

50 |

Do

no

thin

g b

ut

bab

ble

inco

her

entl

y |

51-

75 |

Dea

l 1d

8 p

oin

ts o

f d

amag

e +

Str

mo

dif

ier

to s

elf

wit

h it

em in

han

d |

76-

100

| Att

ack

nea

rest

cre

atu

re (

for

this

pu

rpo

se, a

fam

iliar

co

un

ts a

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art

of

the

sub

ject

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elf)

|

A c

on

fuse

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acte

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e in

dic

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acti

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coh

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Att

acke

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nta

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kin

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tack

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mat

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ks it

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Tier  6-­‐7   Destiny  of  the  Sands,  Part  3  

Part  B4  –  The  Crystal  Gate  To  scale  down,  use  the  normal  glass  golem  instead  of  the  mythic  glass  golem.  

 INVINCIBLE  GRAVEN  GUARDIANS  (2)  N  Medium  construct  (mythic)  Init  +2;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+1  DEFENSE  

AC  22,  touch  12,  flat-­‐footed  20  (+2  Dex,  +10  natural)  hp  63  (6d10+30);  fast  healing  2  Fort  +2,  Ref  +4,  Will  +3  Defensive  Abilities  block  attacks,  second  save;  Resist  10  all;  

DR  5/adamantine  and  epic;  Immune  construct  traits;  SR  16  

Weaknesses  faith  bound  OFFENSE  

Speed  40  ft.  Melee  +1  keen  quarterstaff  +10/+5  (1d6+5/19–20)  or  slam  

+9  (1d6+4)  Special  Attacks  bleed  2,  magic  weapon,  rest  eternal  Spell-­‐Like  Abilities  (CL  5th;  concentration  +0)  1/day—haste  (self  only)  SQ  guardian  domains  (Nethys–Knowledge,  Protection;  Ptah–

Artifice,  Knowledge)  TACTICS  

During  Combat  A  graven  guardian  begins  combat  by  casting  haste.  It  then  focuses  its  attacks  on  the  PC  that  dealt  it  the  most  damage  since  its  last  turn.  

Morale  The  graven  guardians  fight  until  destroyed  or  until  all  four  gem  carvings  are  illuminated  in  the  proper  order.  

STATISTICS  

Str  16,  Dex  15,  Con  —,  Int  —,  Wis  12,  Cha  1  Base  Atk  +6;  CMB  +9;  CMD  21  SQ  guardian  domains  (Death,  Repose)  SPECIAL  ABILITIES  

Faith  Bound  (Su)  A  graven  guardian  cannot  attack  any  creature  that  openly  wears  or  displays  the  holy  or  unholy  symbol  of  the  deity  to  which  the  graven  guardian  is  dedicated  unless  that  creature  first  attacks  the  graven  guardian.  

Magic  Weapon  (Su)  A  graven  guardian  that  carries  its  deity's  favored  weapon  treats  that  weapon  as  a  +1  weapon  as  long  as  it  is  wielded  by  the  guardian.  If  the  weapon  is  a  melee  weapon,  it  gains  the  keen  weapon  special  ability  (even  if  the  weapon  is  a  bludgeoning  weapon).  If  it  is  a  thrown  weapon,  it  gains  the  returning  weapon  special  ability.  If  it  is  a  ranged  weapon,  it  gains  the  seeking  weapon  special  ability,  and  generates  new  ammunition  with  each  attack  (this  ammunition  is  destroyed  whether  or  not  it  hits).  

Guardian  Domains  Artifice:  Repair  (Ex)—The  graven  guardian's  fast  healing  

increases  to  5.  Knowledge:  Familiarity  (Su)—The  graven  guardian  gains  a  

+2  bonus  on  attack  rolls  again  any  creature  it  attacked  in  the  past  round.  

Protection:  Protected  (Su)—The  graven  guardian  gains  a  +2  bonus  on  all  saves.  

Block  Attacks  (Ex):  Once  per  round,  when  the  creature  is  hit  by  a  melee  or  ranged  attack,  it  can  attempt  a  melee  attack  using  its  highest  attack  bonus.  If  this  result  exceeds  the  result  from  the  attack  against  it,  the  creature  is  unaffected  by  the  attack  (as  if  the  attack  had  missed).  

Second  Save  (Ex):  Whenever  the  creature  fails  a  saving  throw  against  an  effect  with  a  duration  greater  than  1  round,  it  can  keep  trying  to  shake  off  the  effect.  At  the  start  of  its  turn,  if  it's  still  affected,  it  can  attempt  the  save  one  more  time  as  a  free  action.  If  this  save  succeeds,  the  effect  affects  the  creature  as  if  it  had  succeeded  at  its  initial  saving  throw.  If  the  effect  already  allows  another  saving  throw  on  a  later  turn  to  break  the  effect  (such  as  for  hold  monster),  this  ability  is  in  addition  to  the  extra  saving  throw  from  the  effect.  

                                                                                                   

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Destiny  of  the  Sands,  Part  3   Tier  6-­‐7    

 

MYTHIC  GLASS  GOLEM  N  Large  construct  (mythic)    Init  +0;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+0  DEFENSE  

AC  26,  touch  9,  flat-­‐footed  26  (+17  natural,  –1  size)    hp  136  (12d10+70)    Fort  +4,  Ref  +4,  Will  +4    Defensive  Abilities  mirrorsight,  reflect  spells,  second  save,  

DR  10/adamantine  and  epic;    Immune  construct  traits,  magic  OFFENSE  

Speed  30  ft.    Melee  2  slams  +17  (2d8+9  plus  bleed)    Space  10  ft.;  Reach  10  ft.    Special  Attacks  bleed  (1d8),  blinding  brightness,  mythic  

power  (4/day,  surge  +1d8),  powerful  blows  (slam),  rend  (2  slams,  2d8  bleed)  

TACTICS  

During  Combat  The  mythic  glass  golem  focuses  its  attacks  on  the  PC  that  dealt  it  the  most  damage  since  its  last  turn.  

Morale  The  mythic  glass  golem  fights  until  destroyed  or  until  all  four  gem  carvings  are  illuminated  in  the  proper  order.  

STATISTICS  

Str  22,  Dex  11,  Con—,  int—,  Wis  11,  Cha  1    Base  Atk  +12;  CMB  +19;  CMD  29  SPECIAL  ABILITIES  

Blinding  Brightness  (Ex)  A  mythic  glass  golem  in  an  area  of  bright  light  blinds  any  creature  within  30  feet  that  can  see  it  for  1  round  (Fortitude  DC  16  negates).  Once  a  creature  makes  this  save,  it  is  dazzled  for  1  round  and  is  immune  to  that  golem’s  brightness  for  24  hours.  The  DC  is  Constitution-­‐based.    

Immune  to  Magic  (Ex)  A  mythic  glass  golem  is  immune  to  any  spell  or  spell-­‐like  ability  that  allows  spell  resistance.  In  addition,  certain  spells  and  effects  function  differently  against  a  mythic  glass  golem,  as  noted  below.    • A  shatter  spell  damages  a  mythic  glass  golem  as  if  it  

were  a  crystalline  creature.  • A  keen  edge  spell  affects  all  of  a  mythic  glass  golem’s  

slam  attacks  as  if  they  were  slashing  weapons.    • A  mythic  magical  attack  that  deals  cold  damage  slows  a  

mythic  glass  golem  (as  the  slow  spell)  for  3  rounds  (no  saving  throw).    

• A  magical  attack  that  deals  fire  damage  ends  any  slow  effect  on  the  golem  and  heals  1  point  of  damage  for  each  3  points  of  damage  the  attack  would  normally  deal.  If  the  amount  of  healing  would  cause  the  golem  to  exceed  its  full  normal  hit  points,  it  gains  any  excess  as  temporary  hit  points.  A  mythic  glass  golem  gets  no  saving  throw  against  fire  effects.      

Mirrorsight  (Ex)  A  mythic  glass  golem’s  surface  reflects  images  of  nearby  creatures—even  invisible  creatures—like  a  multifaceted  mirror.  When  the  mythic  glass  golem  is  attacked  while  denied  its  Dexterity  bonus  to  AC  or  while  flanked,  as  an  immediate  action,  the  golem  can  spend  one  use  of  mythic  power  to  gain  the  benefits  of  all-­‐around  vision  and  see  invisibility  until  the  beginning  of  its  next  turn.  The  golem  can  use  this  ability  even  if  it  would  not  otherwise  be  aware  of  the  attack.      

Reflect  spells  (Ex)  As  a  free  action,  once  every  1d4  rounds,  a  mythic  glass  golem  can  align  its  internal  structure  to  enhance  its  resistance  to  magic  for  1  round.  During  this  time,  the  golem  reflects  spells  (even  spells  that  function  differently  against  the  golem  as  described  in  its  immune  to  magic  ability)  as  if  under  the  effects  of  spell  turning.    

576    GLASS  GOLEM  N  Large  construct    Init  –1;  Senses  darkvision  60  ft.,  low-­‐light  vision;  Perception  

+0  DEFENSE  

AC  21,  touch  8,  flat-­‐footed  21  (–1  Dex,  +13  natural,  –1  size)  hp  96  (12d10+30)  Fort  +4,  Ref  +3,  Will  +4  Defensive  Abilities  reflect  spells;  DR  5/adamantine;  Immune  

magic,  construct  traits  OFFENSE  

Speed  30  ft.  Melee  2  slams  +16  (2d8+5  plus  bleed)  Space  10  ft.;  Reach  10  ft.  Special  Attacks  bleed  (1d8),  dazzling  brightness  TACTICS  

During  Combat  The  glass  golem  focuses  its  attacks  on  the  PC  that  dealt  it  the  most  damage  since  its  last  turn.  

Morale  The  glass  golem  fights  until  destroyed  or  until  all  four  gem  carvings  are  illuminated  in  the  proper  order.  

STATISTICS  

Str  20,  Dex  9,  Con  —,  Int  —,  Wis  11,  Cha  1  Base  Atk  +12;  CMB  +18;  CMD  27  SPECIAL  ABILITIES  

Dazzling  Brightness  (Ex)  A  glass  golem  in  an  area  of  bright  light  dazzles  any  creature  within  30  feet  that  sees  it  for  1  round  (Fortitude  DC  16  negates).  Once  a  creature  makes  its  save  against  this  ability,  it  is  immune  to  that  golem's  brightness  for  24  hours.  The  DC  is  Constitution-­‐based.  

Immune  to  Magic  (Ex)  A  glass  golem  is  immune  to  any  spell  or  spell-­‐like  ability  that  allows  spell  resistance.  In  addition,  certain  spells  and  effects  function  differently  against  a  mythic  glass  golem,  as  noted  below.    • A  shatter  spell  damages  a  mythic  glass  golem  as  if  it  

were  a  crystalline  creature.  • A  keen  edge  spell  affects  all  of  a  mythic  glass  golem’s  

slam  attacks  as  if  they  were  slashing  weapons.    • A  mythic  magical  attack  that  deals  cold  damage  slows  a  

mythic  glass  golem  (as  the  slow  spell)  for  3  rounds  (no  saving  throw).    

• A  magical  attack  that  deals  fire  damage  ends  any  slow  effect  on  the  golem  and  heals  1  point  of  damage  for  each  3  points  of  damage  the  attack  would  normally  deal.  If  the  amount  of  healing  would  cause  the  golem  to  exceed  its  full  normal  hit  points,  it  gains  any  excess  as  temporary  hit  points.  A  mythic  glass  golem  gets  no  saving  throw  against  fire  effects.      

Reflect  spells  (Ex)  As  a  free  action,  once  every  1d4  rounds,  a  mythic  glass  golem  can  align  its  internal  structure  to  enhance  its  resistance  to  magic  for  1  round.  During  this  time,  the  golem  reflects  spells  (even  spells  that  function  differently  against  the  golem  as  described  in  its  immune  to  magic  ability)  as  if  under  the  effects  of  spell  turning.    

576