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Serpents Rise – Prepared by Rigby Bendele, Richmond, VA 1 A. Pathfinder Patrol BATTLE MAGE CR 5 XP 1,600 Human evoker 6 N Medium humanoid Init +6; Senses Perception +6 DEFENSE AC 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex) hp 33 (6d6+12) Fort +3, Ref +4, Will +5 OFFENSE Speed 30 ft. Melee dagger +2 (1d4–1/19–20) or wand of shocking grasp +2 touch (1d6 electricity) Ranged dagger +5 (1d4–1/19–20) Special Attacks intense spells +3 Arcane School Spell-Like Abilities (CL 6th; concentration +9); 6/day—force missile (1d4+3) Wizard Spells Prepared (CL 6th; concentration +9) 3rd—dispel magic, fly, haste, fireball (2) (DC 17) 2nd—flaming sphere (DC 16), glitterdust (DC 15), mirror image, protection from arrows, scorching ray (DC 16) 1st—burning hands (DC 15), color spray (DC 14), expeditious retreat, mage armor (already cast), shocking grasp 0 (at will)—dancing lights, detect magic, light, message Prohibited Schools enchantment, necromancy STATISTICS Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13 Base Atk +3; CMB +2; CMD 17 Feats Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation) Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception+6, Ride +6, Spellcraft +12 Languages Common, Draconic, Elven, Giant SQ arcane bond (wand) Combat Gear scrolls of fly (2), invisibility (2), minor image (2), wand of magic missile (CL 5, 50 charges, arcane bond item), wand of shocking grasp (50 charges), tanglefoot bags (3);Other Gear daggers (2), 20 gp TANGLEFOOT BAG A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range This document uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse . For more information about Paizo Inc. and Paizo products, please visit paizo.com .

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A. Pathfinder Patrol

BATTLE MAGE CR 5XP 1,600Human evoker 6N Medium humanoidInit +6; Senses Perception +6DEFENSEAC 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex)hp 33 (6d6+12)Fort +3, Ref +4, Will +5OFFENSESpeed 30 ft.Melee dagger +2 (1d4–1/19–20) or wand of shocking grasp +2 touch (1d6 electricity)Ranged dagger +5 (1d4–1/19–20)Special Attacks intense spells +3Arcane School Spell-Like Abilities (CL 6th; concentration +9); 6/day—force missile (1d4+3)Wizard Spells Prepared (CL 6th; concentration +9)3rd—dispel magic, fly, haste, fireball (2) (DC 17)2nd—flaming sphere  (DC 16), glitterdust  (DC 15), mirror image, protection from arrows, scorching ray  (DC 16)1st—burning hands  (DC 15), color spray (DC 14), expeditious retreat, mage armor (already cast), shocking grasp0 (at will)—dancing lights, detect magic, light, messageProhibited Schools enchantment, necromancySTATISTICSStr 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13Base Atk +3; CMB +2; CMD 17Feats Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation)Skills Craft (Armor) +10, Craft (Weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Perception+6, Ride +6, Spellcraft +12Languages Common, Draconic, Elven, GiantSQ arcane bond (wand)Combat Gear scrolls of  fly (2), invisibility (2), minor image (2), wand of magic missile (CL 5, 50 charges, arcane bond item), wand of shocking grasp (50 charges), tanglefoot bags (3);Other Gear daggers (2), 20 gp

TANGLEFOOT BAGA tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Crafting this item is a DC 25 Craft (alchemy) check.This document uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This document is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Inc. and Paizo products, please visit paizo.com.

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MONSTER HUNTER CR 5Human ranger 6N Medium humanoidInit +3; Senses Perception +10DEFENSEAC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)hp 45 (6d10+12)Fort +6, Ref +8, Will +3OFFENSESpeed 30 ft.Melee mwk battleaxe +10/+5 (1d8+3/×3) or dagger +9/+4 (1d4+3/19–20)Ranged +1 composite longbow +10/+5 (1d8+4) or Rapid Shot +1 composite longbow +8/+8/+3 (1d8+4/×3) or dagger +9 (1d4+3/19–20)Special Attacks favored enemy (magical beasts +4, monstrous humanoids +2)Ranger Spells Prepared (CL 3rd; concentration +3)

1st—speak with animalsSTATISTICSStr 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8Base Atk +6; CMB +9; CMD 22Feats Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Rapid Shot, Self-SufficientSkills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12 (+15 to follow tracks), Swim +7Languages CommonSQ hunter's bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5Gear masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow (+3 Str) with 40 arrows, cold iron arrows (10), alchemical silver arrows (10), light horse (combat trained), saddle, 4 gp

TOMB RAIDER CR 5Human rogue 6N Medium humanoidInit +3; Senses Perception +14DEFENSEAC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)hp 45 (6d8+18)Fort +6, Ref +8, Will +2Defensive Abilities evasion, trap sense +2, uncanny dodgeOFFENSESpeed 30 ft.Melee short sword +7 (1d6+1/19–20)Ranged mwk shortbow +8 (1d6/×3)Special Attacks sneak attack +3d6STATISTICSStr 12, Dex 17, Con 14, Int 14, Wis 10, Cha 8Base Atk +4; CMB +5; CMD 18Feats Great Fortitude, Skill Focus (Disable Device), Stealthy, Weapon FinesseSkills Acrobatics +12, Appraise +11, Bluff +5, Climb +10, Disable Device +20, Escape Artist +14, Knowledge (dungeoneering) +11, Knowledge (local) +6, Linguistics +6,Perception +14 (+17 to find traps), Sleight of Hand +12, Stealth +14, Swim +5, Use Magic Device +8Languages Aklo, Common, Terran, UndercommonSQ rogue talents (fast stealth, rogue crawl, trap spotter), trapfinding +3Combat Gear antitoxin; Other Gear masterwork studded leather, masterwork buckler, masterwork shortbow with 20 arrows, short sword, eyes of the eagle, magnifying glass, masterwork thieves' tools, sunrod, 18 gp

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B. The Vaults

CURSE OF DISGUSTSchool enchantment [compulsion, curse, emotion, mind-affecting]; Level bard 3, sorcerer/wizard 5, witch 5Casting Time 1 standard actionComponents V, SRange close (25 ft. + 5 ft./2 levels)Target one creatureDuration permanentSaving Throw Will negates; Spell Resistance yesYou place a curse upon a creature, causing it to avoid the sight of a specific trigger, which is a kind of creature, object, or condition designated by you. When the target is within 30 feet of a trigger and is aware of the trigger, it gains the sickened condition and feels an urge to leave. A successful Will save negates the urge to leave, but the sickened condition persists as long as the target is within 30 feet of a trigger and aware of it. Example triggers include beggars, filthy clothing, diseased creatures, the king, blood, spiders, rats, corpses, and sewage.

FIRE SNAKESchool evocation [fire]; Level druid 5, sorcerer/wizard 5Casting Time 1 standard actionComponents V, S, M (a snake scale)Range 60 ft.Area see textDuration instantaneousSaving Throw Reflex half; Spell Resistance yesYou create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6). 9d6 – 45 ft line

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B2. The Antarnicus Wing.

FOO CHAMELEONS (2) Foo giant chameleon (Pathfinder RPG Bestiary 3 120, 186)NG Large outsider (augmented animal, good, extraplanar)Init +6; Senses darkvision 60 ft., low-light vision; Perception +4DEFENSEAC 16 [18], touch 11 [13], flat-footed 14 [16] (+2 Dex, +5 natural, –1 size) [+2 deflection]hp 42 (4d10+20)Fort +9 [+11], Ref +6 [+8], Will +3 [+5] Defensive Abilities paired protectors, stony defense (4/day); DR 5/bludgeoning; Immune disease, paralysis, poison, sleep, [enchantment and possession] [contact by summoned evil creatures]OFFENSESpeed 40 ft., climb 40 ft.Melee bite +6 (2d6+6) or

tongue +6 touch (grab)Space 10 ft.; Reach 10 ft. (15 ft. with tongue)Special Attacks tongue, pull (tongue, 5 ft.)STATISTICSStr 18, Dex 15, Con 20, Int 6, Wis 11, Cha 7Base Atk +3; CMB +8; CMD 20 (24 vs. trip)Feats Improved Initiative, Iron WillB, Skill Focus (Stealth)Skills Climb +5, Perception +4, Stealth +18 (+28 when still); Racial Modifiers +12 Stealth (+22 when still)Languages Celestial, CommonSQ freezeSPECIAL ABILITIESPaired Protectors (Su) When two or more foo creatures are within 30 feet of each other, they both gain the benefit of a protection from evil spell. The caster level of this protection from evil effect is equal to the highest Hit Dice of the affected foo creatures. This effect can be dispelled, but if it is, a foo creature can reactivate it as a swift action.Stony Defense (Su) A foo chameleon can harden its skin to unyielding stone as an immediate action. It gains hardness 8 until the end of its next turn, but its speed is reduced by 10 feet for the same duration. These foo chameleons were startled by a potential threat earlier in the day, and they only have two uses of this ability remaining.Tongue (Ex) A giant chameleon can grab a foe with its tongueand draw the victim to its mouth. This tongue attack hasa reach of 15 feet. The attack does no damage, but allows the creature to grab. A giant chameleon does not gain the grappled condition while using its tongue in this manner.

FOO FRILLED LIZARDS (2) CR 6Foo giant frilled lizard (Pathfinder RPG Bestiary 3 120,Pathfinder RPG Bestiary 194)NG Large outsider (augmented animal, extraplanar, good)Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +11DEFENSEAC 20 [22], touch 10 [12], flat-footed 19 [21] (+1 Dex, +10 natural, –1 size) [+2 deflection]hp 73 (7d10+35)Fort +12 [+14], Ref +8 [+10], Will +6 [+8] [2]Defensive Abilities paired protectors, stony defense (7/day); DR 5/bludgeoning; Immune disease, paralysis, poison, sleep, [enchantment and possession] [contact by summoned evil creatures]

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OFFENSESpeed 30 ft., climb 30 ft.Melee bite +10 (2d6+6), tail +5 (1d8+3)Space 10 ft.; Reach 5 ft.Special Attacks intimidating chargeSTATISTICSStr 23, Dex 13, Con 21, Int 6, Wis 14, Cha 10Base Atk +5; CMB +12; CMD 23 (27 vs. trip)Feats Great Fortitude, Improved Initiative, Iron WillB, Lightning Reflexes, Skill Focus (Perception)Skills Climb +14, Perception +11, Stealth +8; Racial Modifiers +4 StealthLanguages Celestial, CommonSQ freezeSPECIAL ABILITIESIntimidating Charge (Ex) When a foo frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC 13 Will save or be shaken for 1d6 rounds. This is a fear effect. The save DC is Charisma-based.Paired Protectors (Su) When two or more foo creatures are within 30 feet of each other, they both gain the benefit of a protection from evil spell. The caster level of this protection from evil effect is equal to the highest Hit Dice of the affected foo creatures. This effect can be dispelled, but if it is, a foo creature can reactivate it as a swift action.Stony Defense (Su) A foo frilled lizard can harden its skin to unyielding stone as an immediate action. It gains hardness 8 until the end of its next turn, but its speed is reduced by 10 feet for the same duration. These foo frilled lizards were startled by a potential threat earlier in the day, and they only have two uses of this ability remaining.

STAFF OF CAUSTIC FURYAura moderate evocation; CL 8thSlot none; Price 18,950 gp; Weight 5 lbs.DESCRIPTIONCrafted from bronzewood with brass bindings, this staff allows use of the following spells, but deals damage as acid instead of fire:

Burning hands (1 charge) Fireball  (2 charges) Wall of fire (3 charges)

CONSTRUCTIONRequirements Craft Staff, burning hands,  fireball, wall of fire; Cost 9,475 gp

Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.

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C. The Tapestry Chamber

LOSHARIFemale Half-orc sorcerer 7CN Medium humanoid (human, orc)Init +1; Senses darkvision 60 ft.; Perception +7DEFENSEAC 17, touch 12, flat-footed 16 (+4 armor, +1 deflection, +1 Dex, +1 natural)hp 60 (7d6+33)Fort +3, Ref +3, Will +7Defensive Abilities orc ferocity; Resist fire 10OFFENSESpeed 30 ft.Melee mwk falchion +7 (2d4+4/18–20) Ranged mwk heavy crossbow +5 (1d10/19–20)Bloodline Spell-Like Abilities (CL 7th; concentration +10)

6/day—elemental ray (1d6+3 fire)Sorcerer Spells Known (CL 7th; concentration +10)

3rd (5/day)—fireball (DC 17), haste, protection from energy2nd (7/day)—blur,  false life, glitterdust (DC 15), scorching ray1st (7/day)—burning hands (DC 15), mage armor, magic missile, magic weapon, ray of

enfeeblement (DC 14), shield0 (at will)—bleed (DC 13), dancing lights, detect magic, flare (DC 14), light, ray of frost (fire), read

magicBloodline elemental (fire)

TACTICSBefore Combat The sorcerer casts false life and mage armor.During Combat The sorcerer casts haste before targeting her foes with fireball or scorching ray. In melee combat, she casts shield on herself, and magic weapon on her falchion.Base Statistics Without false life and mage armor, the sorcerer's statistics are AC 13, touch 11, flat-footed 12; hp 48.STATISTICSStr 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16Base Atk +3; CMB +6; CMD 18Feats Combat Casting, Eschew Materials, Iron Will, Power Attack, Spell Focus (evocation), ToughnessSkills Intimidate +11, Knowledge (arcana) +3, Linguistics +0, Perception +7, Spellcraft +4Languages Common, Ignan, OrcSQ bloodline arcana (change energy damage spells to fire), orc blood, weapon familiarityCombat Gear potion of cure moderate wounds, scroll of  fly (2); Other Gear masterwork falchion, masterwork heavy crossbow with 10 bolts, amulet of natural armor +1, ring of protection +1, 225 gp

Power Attack - -1/+3

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TELANDRILHuman paladin 7LG Medium humanoidInit +3; Senses Perception +4Aura courage (10 ft.)DEFENSEAC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)hp 51 (7d10+13)Fort +8, Ref +7, Will +6Defensive Abilities divine grace +2; Immune disease, fearOFFENSESpeed 20 ft.Melee +1 greatsword +10/+5 (2d6+4/19–20) or lance +9/+4 (1d8+3/×3) or dagger +9/+4 (1d4+2/19–20)Ranged +1 composite longbow +11/+11/+6 (1d8+3/×3) or dagger +10 (1d4+2/19–20)Special Attacks smite evil (3/day, +2 attack and AC, +7 damage)Spell-Like Abilities (CL 7th; concentration +9)

At Will—detect evilPaladin Spells Prepared (CL 4th; concentration +6)

2nd—eagle's splendor1st—bless weapon, divine favor

STATISTICSStr 14, Dex 17, Con 12, Int 10, Wis 8, Cha 14Base Atk +7; CMB +9; CMD 22Feats Deadly Aim, Manyshot, Point Blank Shot, Power Attack, Rapid ShotSkills Craft (armor) +4, Craft (weapons) +4, Diplomacy +6, Handle Animal +6, Heal +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +4, Ride +10, Sense Motive+4Languages CommonSQ aura of good, channel positive energy (DC 15, 4d6), divine bond (weapon +1), lay on hands (3d6, 5/day), mercies (fatigued, dazed)Gear +1 breastplate, +1 greatsword, +1 composite longbow (+2 Str) with 20 arrows, 10 cold iron arrows, and 10 alchemical silver arrows, dagger, lance, silver holy symbol, light horse (combat trained) with military saddle

Deadly Aim - -2/+4 on ranged attacksMany Shot – When making a full attack, first attack fires two arrow. Precision and critical hit damage do not double.Point Blank Shot - +1 to attack and damage rolls on ranged attacks within 30 ftPower Attack -2/+6 with greatsword or lance, -2/+4 on daggerRapid Shot – Make additional attack during a full attack by taking a -2 penalty on all attacks

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RALIRIO Male human gunslinger (musket master) 7 (Pathfinder RPG Ultimate Combat 9, 50)LN Medium humanoid (human)Init +10; Senses Perception +12DEFENSEAC 21, touch 17, flat-footed 15 (+4 armor, +1 deflection, +4 Dex,+2 dodge)hp 57 (7d10+14)Fort +6, Ref +9, Will +4Defensive Abilities nimble +2OFFENSESpeed 30 ft.Melee sap +6/+1 (1d6–1 nonlethal) or

pistol whip +7 (1d10)Ranged +1 musket +12/+7 (1d12+5/×4)Special Attacks deeds (dead shot, deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, startling shot, steady aim, targeting), grit (2), musket trainingSTATISTICSStr 8, Dex 18, Con 12, Int 12, Wis 14, Cha 10Base Atk +7; CMB +6; CMD 23Feats Deadly Aim, Gunsmithing (UC), Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload (musket), Vital StrikeSkills Acrobatics +14, Bluff +10, Craft (alchemy) +11, Knowledge(engineering) +7, Knowledge (local) +11, Perception +9, Sense Motive +9Languages Common, DwarvenSQ gunsmithCombat Gear potion of cure moderate wounds; Other Gear mithral chain shirt, +1 musket with 20 paper alchemical cartridges (bullet), sap, ring of protection +1, wayfinder, 9 gp

Ralirio can pull out his musket as part of his initiative check and can re-load it as a free action by using both the rapid reload feat and alchemical cartridges. He misfires on a 1 or 2 (giving the weapon the broken condition [attacks are a -2 penalty and damage, crits become 20/x2], increasing its misfire to a 1-4 – if it misfires again, it explodes and deals 1d12 damage to everyone within a 5 ft burst, DC 12 to half damage). When he is within 30 feet, he gets a +1 bonus on attack and damage. When he is within 40 feet, his attacks resolve v. touch AC.

Deadly Aim - -2/+4Vital Strike – 2d12+5

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she

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reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

•  Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

•  Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

•  Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

•  Torso: Targeting the torso threatens a critical on a 19–20.•  Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge deed.

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D1. EXPLOSIVE RUNESSchool abjuration [force]; Level sorcerer/wizard 3Casting Time 1 standard actionComponents V, SRange touchTarget one touched object weighing no more than 10 lbs.Duration permanent until discharged (D)Saving Throw see text; Spell Resistance yesYou trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes  is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw).You and any characters you specifically instruct can read the protected writing without triggering the explosive runes. Likewise, you can remove the explosive runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the explosive runes and failing to do so triggers the explosion.Magic traps such as explosive runes are hard to detect and disable. A character with the trapfinding class feature (only) can use Disable Device to thwart explosive runes. The DC to find magic traps using Perception and to disable them is 25 + spell level, or 28 for explosive runes. (6d6)

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D2. The Library

Aram Zey

Concentration Checks - +22 in combat (remember that The Artist/Jorilyn has disruptive, which increases the DC of concentration checks by 4 when adjacent)

Metamagic Mastery – 2/day, Aram Zey can apply a metamagic feat he knows to a spell he is about to cast. Does not alter used spell slot, but cannot be used to bring modified spell level above the highest level he can cast.

Ring of Spell Storing – As a standard action, Aram Zey can activate his ring to heal himself for 3d8+12

PROJECT IMAGESchool illusion (shadow); Level bard 6, sorcerer/wizard 7Casting Time 1 standard actionComponents V, S, M (a small replica of you worth 5 gp)Range medium (100 ft. + 10 ft./level)Effect one shadow duplicateDuration 1 round/level (D)Saving Throw Will disbelief (if interacted with); Spell Resistance noYou tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can't cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.Objects are affected by the projected image as if they had succeeded on their Will save. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door,  teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.

DETECT SCRYINGSchool divination; Level bard 4, sorcerer/wizard 4Casting Time 1 standard actionComponents V, S, M (a piece of mirror and a miniature brass hearing trumpet)Range 40 ft.Area 40-ft.-radius emanation centered on youDuration 24 hoursSaving Throw none; Spell Resistance noYou immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell's area radiates from you and moves as you move. You know the location of every magical sensor within the spell's area.If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier's result, you get a visual image of the scrier and an accurate sense of his direction and distance from you.

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Prepared Spells Reference

ACIDIC SPRAYSchool conjuration (creation) [acid]; Level magus 5, sorcerer/wizard 5Casting Time 1 standard actionComponents V, S, M (a vial of acid worth 10 gp)Range 60 ft.Effect 60-ft. lineDuration instantaneousSaving Throw Reflex partial (see text); Spell Resistance yesA spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature's turn negates this additional damage). 11d6, 5d6 burn

CHAIN LIGHTNINGSchool evocation [electricity]; Level sorcerer/wizard 6Casting Time 1 standard actionComponents V, S, F (a bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin per caster level)Range long (400 ft. + 40 ft./level)Targets one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)Duration instantaneousSaving Throw Reflex half; Spell Resistance yesThis spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt.Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. 11d6, 11 targets, DC 23, 21

DIMENSION DOORSchool conjuration (teleportation); Level bard 4, sorcerer/wizard 4Casting Time 1 standard actionComponents VRange long (400 ft. + 40 ft./level)Target you and touched objects or other touched willing creaturesDuration instantaneousSaving Throw none and Will negates (object); Spell Resistance no and yes (object)You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

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If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

DISPEL MAGICSchool abjuration; Level bard 3, cleric 3, druid 4, paladin 3, sorcerer/wizard 3Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Target or Area one spellcaster, creature, or objectDuration instantaneousSaving Throw none; Spell Resistance no

You can use dispel magic  to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic  in one of two ways: a targeted dispel or a counterspell.

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.

For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin  (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly  intact. Had the dispel check been a 16 or less, no spells would have been affected.You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

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Counterspell: When dispel magic  is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

DISPEL MAGIC, GREATERSchool abjuration; Level bard 5, cleric 6, druid 6, sorcerer/wizard 6Target or Area one spellcaster, creature, or object; or a 20-ft.-radius burstThis spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.

You choose to use greater dispel magic  in one of three ways: a targeted dispel, area dispel, or a counterspell:Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.

Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.

Area Dispel: When greater dispel magic  is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.

FEEBLEMINDSchool enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 5Casting Time 1 standard actionComponents V, S, M (a handful of clay, crystal, or glass spheres)Range medium (100 ft. + 10 ft./level)Target one creatureDuration instantaneousSaving Throw Will negates; see text; Spell Resistance yesTarget creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.

FLYSchool transmutation; Level sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, F (a wing feather)Range touch

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Target creature touchedDuration 1 min./levelSaving Throw Will negates (harmless); Spell Resistance yes (harmless)The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. +5

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Flying Maneuver Fly DC

Move less than half speed and remain flying 10

Hover 15

Turn greater than 45° by spending 5 feet of movement

15

Turn 180° by spending 10 feet of movement 20

Fly up at greater than 45° angle 20

FIRE SNAKESchool evocation [fire]; Level druid 5, sorcerer/wizard 5Casting Time 1 standard actionComponents V, S, M (a snake scale)Range 60 ft.Area see textDuration instantaneousSaving Throw Reflex half; Spell Resistance yesYou create a sinuous line of flames that you may shape as desired. The fire snake affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting with you. The fire snake may not extend beyond its maximum range. Creatures in the path of the fire snake take 1d6 points of fire damage per caster level (maximum 15d6). 11d6 – 55 ft line

MAGIC MISSILESchool evocation [force]; Level sorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Targets up to five creatures, no two of which can be more than 15 ft. apartDuration instantaneousSaving Throw none; Spell Resistance yesA missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell.

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For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

MIRROR IMAGESchool illusion (figment); Level bard 2, sorcerer/wizard 2Casting Time 1 standard actionComponents V, SRange personalTarget youDuration 1 min./levelThis spell creates a number of illusory doubles of you that inhabit your square. These doubles make it difficult for enemies to precisely locate and attack you.When mirror image  is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. These images remain in your space and move with you, mimicking your movements, sounds, and actions exactly. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment.An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply). 1d4+3 images

OBSCURING MISTSchool conjuration (creation); Level cleric 1, druid 1, sorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange 20 ft.Effect cloud spreads in 20-ft. radius from you, 20 ft. highDuration 1 min./level (D)Saving Throw none; Spell Resistance noA misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball,  flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.This spell does not function underwater.

RAY OF ENFEEBLEMENTSchool necromancy; Level sorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange close (25 ft. + 5 ft./2 levels)Effect rayDuration 1 round/levelSaving Throw Fortitude half; Spell Resistance yesA coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The

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subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.

RESIST ENERGYSchool abjuration; Level cleric 2, druid 2, paladin 2, ranger 1, sorcerer/wizard 2Casting Time 1 standard actionComponents V, S, DFRange touchTarget creature touchedDuration 10 min./levelSaving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature's hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient's equipment as well.Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy,  the protection spell absorbs damage until its power is exhausted.

SCORCHING RAYSchool evocation [fire]; Level sorcerer/wizard 2Casting Time 1 standard actionComponents V, SRange close (25 ft. + 5 ft./2 levels)Effect one or more raysDuration instantaneousSaving Throw none; Spell Resistance yesYou blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. – 3 rays +6

SLOWSchool transmutation; Level bard 3, sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, M (a drop of molasses)Range close (25 ft. + 5 ft./2 levels)Targets one creature/level, no two of which can be more than 30 ft. apartDuration 1 round/levelSaving Throw Will negates; Spell Resistance yesAn affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowedcreature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed.Multiple slow effects don't stack. Slow counters and dispels haste.

STUNNING BARRIER

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School abjuration; Level cleric 1, inquisitor 1, paladin 1, sorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange personalTarget youDuration 1 round/level or until dischargedSaving Throw none and Will negates (see text); Spell Resistance no and yes (see text)You are closely surrounded by a barely visible magical field. The field provides a +1 deflection bonus to AC and a +1 resistance bonus on saves. Any creature that strikes you with a melee attack is stunned for 1 round (Will negates). Once the field has stunned an opponent, the spell is discharged.

THUNDERSTOMPSchool evocation [earth]; Level bloodrager 1, druid 1, magus 1, ranger 1, sorcerer/wizard 1Casting Time 1 standard actionComponents V, SRange close (25 ft. + 5 ft./2 levels)Target one creatureDuration instantaneousSaving Throw none; Spell Resistance yesYou stomp your foot or strike your weapon against the ground or floor, creating a ripple of power that you can use to trip a creature. Attempt the combat maneuver check to trip the target, but instead of your base attack bonus you can use your caster level, and instead of your Strength modifier you can use your spellcasting ability score modifier (Intelligence for magi and wizards; Wisdom for druids and rangers; Charisma for bloodragers and sorcerers). This trip attempt does not provoke an attack of opportunity. This spell has no effect if you cannot reach the ground or floor, or if your target is not in contact with the ground or floor. CMB +18

THUNDERSTOMP, GREATERSchool evocation [earth]; Level bloodrager 3, druid 3, magus 3, ranger 3, sorcerer/wizard 3Range 60 ft.Area 60-ft. lineThis spell functions as thunderstomp, except as noted, and that it affects all creatures in the area, regardless of size. When you attempt the combat maneuver check, apply its result to each creature within the area.

BANSHEE BLASTSchool necromancy [death, fear, mind-affecting, sonic]; Level sorcerer/wizard 6, witch 6Casting Time 1 standard actionComponents V, SRange 30 ft.Area cone-shaped burstDuration instantaneous and 1 round/level (see text)Saving Throw Reflex half and Will negates (see text); Spell Resistance yesYou create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any creature that fails its Reflex save must succeed at a Will save or become panicked for 1 round/level.

Arcane Bond Ideas

ENEMY HAMMERSchool transmutation; Level arcanist 6, occultist 6, psychic 6, sorcerer/wizard 6, spiritualist 6CastingCasting Time 1 standard actionComponents V, S, M (puppet strings)Effect

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Range long (400 ft. + 40 ft./level)Target one creatureDuration 1 round/level (D)Saving Throw Fortitude partial; Spell Resistance yesYou grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher) (+18). If you successfully hit the new target with the creature both it and the creature take damage based on the creature’s size.

Creature Size Damage DealtFine 1d4Diminutive 1d6Tiny 1d8Small 1d10Medium 2d6Large 2d8Huge 2d10Gargantuan 3d6Colossal 3d8

The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw it can act normally, but if it fails its save it loses all actions for the round and ends its turn prone in a square adjacent to the target of your attack. However, if the creature chooses to resist your efforts to move it, taking no other actions for the round, it gets a +4 circumstance bonus on its saving throw. The spell ends immediately if the target creature dies or is destroyed.

ENVIOUS URGESchool enchantment (compulsion) [emotion, mind-affecting]; Level bard 4, sorcerer/wizard 6Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Targets one creature/level, no two of which can be more than 30 ft. apartDuration 1 round/levelSaving Throw Will negates; Spell Resistance yesYou fill creatures with feelings of seething envy. Affected targets turn upon the nearest creature (whether an ally or enemy) and attempt to disarm it of a valuable weapon, steal something it is holding, or grapple it and strip it of something it prizes (your choice). Affected targets can attempt a new Will save each round as a free action to end this effect.

HOSTILE JUXTAPOSITIONSchool conjuration (teleportation); Level sorcerer/wizard 5, summoner 4, witch 5Casting Time 1 standard actionComponents V, S, M (a coin)Range close (25 ft. + 5 ft./2 levels)Target one creature of your size or smallerDuration 1 round/level or until dischargedSaving Throw Will negates; Spell Resistance yes

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You create a dimensional link to the target creature. When attacked or the subject of a spell that deals damage to you, you can spend an immediate action to cause yourself and the target creature to teleport and switch places. The target then becomes the target of the triggering attack or spell instead of you. If you fail to teleport out of the area of an effect, that effect might still affect you. If the target creature cannot fit safely into the new space without squeezing, or you try to teleport the target into an occupied space or a space it could not normally stand within, the juxtaposition fails. Further, if the target is unconscious or dead when you attempt to switch places, the juxtaposition fails. Once you have used it to teleport once, this spell is discharged.

PSYCHIC ASYLUMSchool illusion (phantasm) [mind-affecting]; Level mesmerist 5, psychic 5, sorcerer/wizard 6Casting Time 1 swift actionComponents V, SRange personalTarget youDuration instantaneous; see textSaving Throw none; Spell Resistance noYou retreat into a mindscape of your own making that allows you to perform a lengthy mental task in an instant. You create a mental landscape that provides succor and calm for you, such as a library, sitting room, garden, or childhood tree house. You can spend up to 15 minutes in your psychic asylum. While you are within, no time passes for your body, and when you emerge you can continue with your turn. The mindscape is overt, finite, and has a rapid passage of time.While within the mindscape, you can consult any text, recall any conversation, or remember any image that you have been exposed to with perfect clarity and recollection, as if you had an eidetic memory. You must have seen or heard the material within a time frame of 1 week per level. For example, you might wish to reexamine a passage of text from an ancient manuscript you rapidly scanned in a library 2 weeks prior. While in the psychic asylum, you can perfectly recall the precise layout of the text within the ancient manuscript and read it word for word. Once you emerge from the psychic asylum, you can recall the details of what you had just studied as clearly as if you had just looked at it, but you no longer have total recall of the material.If you're able to prepare spells, you can use the time to prepare a single spell. For example, if you were poisoned, you could use your swift action to cast psychic asylum, pray and meditate for the full 15 minutes to gain neutralize poison, then emerge from the mindscape and immediately cast the spell upon yourself as your standard action.Any mind-affecting spell that was affecting you before you cast the spell continues to expend its duration on you while you are within the psychic asylum, so you can use this spell to wait out the effects of such a condition. Effects that are currently affecting your body do not expend additional duration while you are in the psychic asylum, but you also don't experience their effects during the time spent there.

POSSESSIONSchool necromancy; Level medium 3, mesmerist 5, occultist 4, psychic 5, sorcerer/wizard 5, spiritualist 4, summoner 5, witch 5Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Target one creatureDuration 1 hour/level (D)Saving Throw Will negates; Spell Resistance yesYou attempt to possess a creature by projecting your soul into its body. The target creature must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body appears to be dead. Failure to take over a host ends the spell.If you are successful, your life force occupies the host body. The host's soul is imprisoned with you, but can still use its own senses (though it can't assert any influence or use even purely mental abilities). You

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can communicate telepathically with the host as if you shared a common language, but only with your consent. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs doesn't allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can't activate the body's extraordinary or supernatural abilities, nor can you cast any of its spells or spell-like abilities.As a standard action, you can shift freely back to your own body regardless of range, so long as it remains on the same plane. If the host's body is killed, you return to your own body and the life force of the host departs (it is dead). If your body is slain, when the spell expires or the host's body is killed, you are slain. It is possible to cast this spell on a new target from within another creature's body; this resets the duration. You still return to your original body (not any intermediate body) when you take a standard action to do so or the spell's duration expires. Returning to your body ends the spell. Creatures whose souls are their bodies, such as incorporeal undead and non-native outsiders, use the effects of greater possession instead.

REDUCE PERSONSchool transmutation; Level sorcerer/wizard 1Casting Time 1 roundComponents V, S, M (a pinch of powdered iron)Range close (25 ft. + 5 ft./2 levels)Target one humanoid creatureDuration 1 min./level (D)Saving Throw Fortitude negates; Spell Resistance yesThis spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature's size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent's square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn't change the target's speed.All equipment worn or carried by a creature is similarly reduced by the spell.Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced  item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.Reduce person can be made permanent with a permanency spell.

REDUCE PERSON, MASSSchool transmutation; Level sorcerer/wizard 4Target one humanoid creature/level, no two of which can be more than 30 ft. apartThis spell functions like reduce person, except that it affects multiple creatures.

SERENITYSchool enchantment (compulsion) [emotion, mind-affecting]; Level bard 4, cleric 5, sorcerer/wizard 6Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Targets one creature/level, no two of which can be more than 30 ft. apartDuration 1 round/level

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Saving Throw Will negates; Spell Resistance yes

You fill the targets' minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell's nonlethal damage.

SONIC FORMSchool transmutation (polymorph) [sonic]; Level alchemist 6, bard 6, sorcerer/wizard 6Casting Time 1 standard actionComponents V, S, M (a pinch of dust gathered from a gravestone or a sacred shrine)Range personalTarget youDuration 1 round/levelUpon casting this spell, you keep your relative shape, but you and your equipment are transformed into semisolid sound. While in this sonic form, you take no penalties for squeezing, and you can move through spaces without penalty as if you were a creature three size categories smaller. You can make a melee touch attack once per round that deals 1d6 points of sonic damage + 1 point per caster level. You are considered incorporeal (although you cannot move through solid objects). Any nonmagical attacks you make deal half damage. Magical attacks are unaffected, and you can use your magic items and other equipment as normal.You cannot enter an area of silence. If you are in the area of a silence spell, you take 1d6 points of sonic damage per caster level of the silence spell in the round it is cast and in each round when you end your turn within the spell's area. You can attempt a Fortitude saving throw each round to take half damage.If this spell's duration ends when you are in a square that a creature of your size cannot normally occupy, you take 3d6 points of damage and are shunted to the nearest open space that you can normally occupy.

SUGGESTIONSchool enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 2, sorcerer/wizard 3Casting Time 1 standard actionComponents V, M (a snake's tongue and a honeycomb)Range close (25 ft. + 5 ft./2 levels)Target one living creatureDuration 1 hour/level or until completedSaving Throw Will negates; Spell Resistance yesYou influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).

SUGGESTION, MASSSchool enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 5, sorcerer/wizard 6Range medium (100 ft. + 10 ft./level)Targets one creature/level, no two of which can be more than 30 ft. apartThis spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

TAR POOL

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School transmutation [earth, fire]; Level druid 6, sorcerer/wizard 6, summoner 5Casting Time 1 standard actionComponents V, S, M/DF (a ball of hardened tar)Range close (25 ft. + 5 ft./2 levels)Area 20-ft.-radius burstDuration 1 round/levelSaving Throw Reflex partial, see text; Spell Resistance noYou convert a layer of the ground to hot tar. Creatures in the area when the tar appears take 1d6 points of fire damage per two caster levels (maximum of 10d6) and must succeed at a Reflex save or become entangled. An entangled creature receives a saving throw each round to free itself from the tar, and can also attempt to free itself by spending a move action to attempt a Strength check or Escape Artist check (DC = spell saving throw DC).It costs 2 squares of movement to enter a square in the area of effect, and the DC of Acrobatics checks within the area of effect increases by 5. The area is difficult terrain. A creature that moves into or starts its turn in the area takes 2d6 points of fire damage and must reattempt this Reflex save or become entangled. A creature that falls prone in the area takes a –4 penalty on its Reflex save against the tar and on Strength and Escape Artist checks to escape the tar.A creature that escapes the tar still takes fire damage from the tar until the spell ends or that creature spends a full-round action removing the tar. A creature with tar on it takes a –4 penalty on Acrobatics and Fly checks made to fly with wings or similar appendages.

VENGEFUL OUTRAGESchool enchantment (compulsion) [emotion, language-dependent, mind-affecting]; Level bard 5, sorcerer/wizard 6, witch 6Casting Time 1 roundComponents V, SRange close (25 ft. + 5 ft./2 levels)Target one creatureDuration 1 minute/levelSaving Throw Will negates; Spell Resistance yesYou place a magical command upon a creature to seek out and destroy a single enemy that has inflicted some perceived or actual harm to the target. You designate the enemy at the time of casting, which must be known by the target (such as "your brother's murderer") or can easily identify by sight (such as "the hill giant king"). The target is under the effect of a geas to find and capture or kill this enemy, and the target takes the penalties of that spell as long as it is not actively trying to reach the enemy. When the target enters combat with the enemy, it gains a +6 morale bonus to Strength and Constitution, a +3 morale bonus on Will saves, and is immune to the shaken and frightened conditions.If you designate one of the target's friends or loved ones as the enemy, the target gains another saving throw to overcome the spell as soon as it enters combat with the enemy.