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Witch stats

WCA
Apr 18th, 2022
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  1. [center][url=https://www.myth-weavers.com/sheet.html#id=2203104]Mythweavers Sheet[/url][/center]
  2. [collapse=Pathfinder Stats]
  3.  
  4. [b]Indris[/b]
  5. Female Changling (Slag May) Witch 1
  6. NE Medium Creature
  7. [b]Init [/b]+6; [b]Senses [/b]Perception +3, Darkvision 60ft
  8. --------------------
  9. [b]Defense[/b]
  10. --------------------
  11. [b]AC [/b]14, touch 12, flat-footed 12 [Armor +1, Natural +1, DEX +2]
  12. [b]hp [/b]8 (D6; 1d6+1)
  13. [b]Fort [/b]+1, [b]Ref [/b]+2, [b]Will [/b]+2
  14. --------------------
  15. [b]Offense[/b]
  16. --------------------
  17. [b]Speed [/b]30 ft.
  18. [b]Melee[/b] Dagger +2 (1d4/19-20 x2)
  19. Claws +0 (1d4/x2)
  20. [b]Ranged[/b] Dagger(Thrown) +2 (1d4/19-20 x2)
  21. [b]Witch Spells -/6 [/b](CL 1st; concentration +6)
  22. . . 1st (3/day)
  23. . . 0th (at will)
  24. --------------------
  25. [b]Statistics[/b]
  26. --------------------
  27. [b]Str [/b]10, [b]Dex [/b]14, [b]Con [/b]12, [b]Int [/b]20, [b]Wis [/b]10, [b]Cha [/b]11
  28. [b]Base Atk [/b]+0; [b]CMB [/b]+0; [b]CMD [/b]12
  29. [b]Feats [/b] ; Accursed Hex
  30. [b]Skills [/b] ; Acrobatics +2, Appraise +5, Bluff +0, Climb +0, Diplomacy +1, Disguise +0, Escape Artist +2, Fly +6, Heal +4, Intimidate +4, Knowledge (Arcana) +9, Perception +3, Ride +2, Sense Motive +2, Spellcraft +9, Stealth +2, Survival +0, Swim +0, Use Magic Device +4
  31. [b]Traits [/b] Honeyed Words, Resilient Caster
  32. [b]Languages [/b] Common, Read Lips, Abyssal, Aklo, Sylvan, Giant
  33. [b]SQ[/b] Object of Desire, Familiar, Hex: Evil Eye
  34. [b]Other Gear [/b] 57 cp 3 sp
  35. --------------------
  36. [b]Special Abilities[/b]
  37. --------------------
  38. [b]Claws[/b] Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
  39. [b]Natural Armor[/b] Changelings have a +1 natural armor bonus.
  40. [b]Darkvision[/b] Changelings see perfectly in the dark up to 60 feet.
  41. [b]Mist Child[/b] When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%. This racial trait replaces hulking changeling.
  42. [b]Witchborn[/b] Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.
  43. [b]Resilient Caster[/b] Your caster level is treated as 1 level higher whenever someone attempts to dispel one of your spells.
  44. [b]Honeyed Words[/b] You receive a +1 trait bonus on Diplomacy checks. You receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts.
  45. [b]Benefits of Familiar[/b] You gain a +4 bonus on Initiative checks.
  46. [b]Benefits of Familiar: Alertness[/b] The familiar provides you with the Alertness feat.
  47. [b]Benefits of Familiar: Empathic Link[/b] The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.
  48. [b]Patron[/b] You have selected the following patron: Deception
  49. [b]Hex: Evil Eye[/b] The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
  50. [b]Accursed Hex[/b] You can make a second attempt at failed hexes even if the hex normally does not allow it
  51. [b]Alertness[/b] You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.
  52. [b]Toil for Trouble[/b] At the start of the day, you may craft a potion without spending the requisite amount of time to do so. Doing so does not expend a spell slot, but you must still pay the crafting price usually required to brew the potion.
  53.  
  54. [collapse=Familiar]
  55.  
  56. [b]Thresh[/b]
  57. Female Greensting Scorpion
  58. NE Tiny Vermin
  59. [b]Init [/b]+3; [b]Senses [/b]Perception +7, Darkvision 60 ft.
  60. --------------------
  61. [b]Defense[/b]
  62. --------------------
  63. [b]AC [/b]19, touch 15, flat-footed 16 [Size +3, Natural +4, DEX +2]
  64. [b]hp [/b]4
  65. [b]Fort [/b]+2, [b]Ref [/b]+5, [b]Will [/b]+2
  66. --------------------
  67. [b]Offense[/b]
  68. --------------------
  69. [b]Speed [/b]30 ft.
  70. [b]Melee[/b] Sting +5 (1d2-4 + poison/x2)
  71. [b]Poison[/b] Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
  72. --------------------
  73. [b]Statistics[/b]
  74. --------------------
  75. [b]Str [/b]3, [b]Dex [/b]16, [b]Con [/b]10, [b]Int [/b]6, [b]Wis [/b]10, [b]Cha [/b]2
  76. [b]Base Atk [/b]+0; [b]CMB [/b]+1; [b]CMD [/b]7
  77. [b]Skills [/b] ; Acrobatics +3, Appraise -2, Bluff -4, Climb +10, Disguise -4, Escape Artist +3, Fly +11, Heal +1, Intimidate -3, Knowledge (Arcana) -1, Perception +10, Ride +3, Sense Motive +0, Spellcraft -1, Stealth +21, Survival +0, Swim +3, Use Magic Device -3
  78. [b]SQ[/b] Low-light Vision, Scent, Improved Evasion, Share Spells, Store Spells
  79. --------------------
  80. [b]Special Abilities[/b]
  81. --------------------
  82. [b]Darkvision[/b] Greensting Scorpions see perfectly in the dark up to 60 feet.
  83. [b]Improved Evasion[/b] When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
  84. [b]Share Spells[/b] The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).
  85. [b]Store Spells[/b] Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
  86. --------------------
  87. [b]Spells[/b]
  88. --------------------
  89. [collapse=Cantrips]
  90. [b]Arcane Mark[/b]
  91. [indent]0th-level Universal
  92. Casting Time: 1 action
  93. Range: Touch
  94. Components: V, S
  95. Duration: Permanent
  96. This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
  97. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
  98. If an arcane mark is placed on a living being, the effect gradually fades in about a month.
  99. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).[/indent]
  100. [b]Bleed[/b]
  101. [indent]0th-level Necromancy
  102. Casting Time: 1 action
  103. Range: close (25 ft. + 5 ft./2 levels)
  104. Components: V, S
  105. Duration: instantaneous
  106. You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.[/indent]
  107. [b]Dancing Lights[/b]
  108. [indent]0th-level Evocation
  109. Casting Time: 1 action
  110. Range: medium (100 ft. + 10 ft./level)
  111. Components: V, S
  112. Duration: 1 minute (D)
  113. Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
  114. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
  115. Dancing lights can be made permanent with a permanency spell.[/indent]
  116. [b]Daze[/b]
  117. [indent]0th-level Enchantment (compulsion) [mind-affecting]
  118. Casting Time: 1 action
  119. Range: close (25 ft. + 5 ft./2 levels)
  120. Components: V, S, M (a pinch of wool or similar substance)
  121. Duration: 1 round
  122. This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
  123. [u]Dazed Condition:[/u] The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.[/indent]
  124. [b]Detect Magic[/b]
  125. [indent]0th-level Divination
  126. Casting Time: 1 action
  127. Range: 60 ft.
  128. Components: V, S
  129. Duration: Concentration, up to 1 min./level (D)
  130. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
  131. 1st Round: Presence or absence of magical auras.
  132. 2nd Round: Number of different magical auras and the power of the most potent aura.
  133. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
  134.  
  135. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
  136.  
  137. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
  138.  
  139. Spell or Object         Aura Power
  140.                  Faint          Moderate     Strong      Overwhelming
  141. Functioning spell (spell level)   3rd or lower  4th-6th       7th-9th     10th+ (deity-level)
  142. Magic item (caster level)        5th or lower  6th-11th     12th-20th   21st+ (artifact)
  143.  
  144. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
  145.  
  146. Original Strength    ‎‎‎‎Duration of Lingering Aura
  147. Faint                 1d6 rounds
  148. Moderate            1d6 minutes
  149. Strong               1d6x10 minutes
  150. Overwhelming       1d6 days
  151.  
  152. Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
  153. Detect magic can be made permanent with a permanency spell.[/indent]
  154. [b]Detect Poison[/b]
  155. [indent]0th-level Divination
  156. Casting Time: 1 action
  157. Range: close (25 ft. + 5 ft./2 levels)
  158. Components: V, S
  159. Duration: Instantaneous
  160. You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.[/indent]
  161. [b]Guidance[/b]
  162. [indent]0th-level Divination
  163. Casting Time: 1 action
  164. Range: Touch
  165. Components: V, S
  166. Duration: 1 minute or until discharged
  167. This spell imbues the subject with a touch of divine guidance.
  168. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies. [/indent]
  169. [b]Light[/b]
  170. [indent]0th-level Evocation [light]
  171. Casting Time: 1 action
  172. Range: Touch
  173. Components: V, M/DF (a firefly)
  174. Duration: 10 min./level
  175. This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
  176.  
  177. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.[/indent]
  178. [b]Mending[/b]
  179. [indent]0th-level Transmutation
  180. Casting Time: 10 minutes
  181. Range: 10 ft.
  182. Components: V, S
  183. Duration: Instantaneous
  184. This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.[/indent]
  185. [b]Message[/b]
  186. [indent]0th-level Transmutation [language-dependent]
  187. Casting Time: 1 action
  188. Range: medium (100 ft. + 10 ft./level)
  189. Components: V, S, F (a piece of copper wire)
  190. Duration: 10 min./level
  191. You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.[/indent]
  192. [b]Putrefy Food and Drink[/b]
  193. [indent]0th-level Transmutation [poison]
  194. Casting Time: 1 action
  195. Range: 10 ft.
  196. Components: V, S
  197. Duration: Instantaneous
  198. This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.
  199.  
  200. Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a Saving Throw.[/indent]
  201. [b]Read Magic[/b]
  202. [indent]0th-level Divination
  203. Casting Time: 1 action
  204. Range: Personal
  205. Components: V, S, F (a clear crystal or mineral prism)
  206. Duration: 10 min./level
  207. You can decipher magical inscriptions on objects – books, scrolls, weapons, and the like – that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
  208.  
  209. Read magic can be made permanent with a permanency spell.[/indent]
  210. [b]Resistance[/b]
  211. [indent]0th-level Abjuration
  212. Casting Time: 1 action
  213. Range: touch
  214. Components: V, S, M/DF (a miniature cloak)
  215. Duration: 1 minute
  216. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
  217.  
  218. Resistance can be made permanent with a permanency spell.[/indent]
  219. [b]Spark[/b]
  220. [indent]0th-level Evocation [fire]
  221. Casting Time: 1 action
  222. Range: Close (25 ft. + 5 ft./2 levels)
  223. Components: V or S
  224. Duration: Instantaneous
  225. You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. [/indent]
  226. [b]Stabilize[/b]
  227. [indent]0th-level Conjuration (healing)
  228. Casting Time: 1 action
  229. Range: Close (25 ft. + 5 ft./2 levels)
  230. Components: V, S
  231. Duration: Instantaneous
  232. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.[/indent]
  233. [b]Touch of Fatigue[/b]
  234. [indent]0th-level Necromancy
  235. Casting Time: 1 action
  236. Range: Touch
  237. Components: V, S, M (a drop of sweat)
  238. Duration: 1 round/level
  239. You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration.
  240.  
  241. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.[/indent]
  242. [/collapse]
  243. [collapse=1st Level Spells (3)]
  244. [b]Adhesive Spittle[/b]
  245. [indent]1st-level Conjuration (creation)
  246. Casting Time: 1 action
  247. Range: 15 ft.
  248. Components: V, S
  249. Duration: 1 round/level or until discharged (see text)
  250. Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it.[/indent]
  251. [b]Charm Person[/b]
  252. [indent]1st-level Enchantment (charm) [mind-affecting]
  253. Casting Time: 1 action
  254. Range: Close (25 ft. + 5 ft./2 levels)
  255. Components: V, S
  256. Duration: 1 hour/level
  257. This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
  258.  
  259. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.[/indent]
  260. [b]Cure Light Wounds[/b]
  261. [indent]1st-level Conjuration (healing)
  262. Casting Time: 1 action
  263. Range: Touch
  264. Components: V, S
  265. Duration: Instantaneous
  266. When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.[/indent]
  267. [b]Ear-Piercing Scream[/b]
  268. [indent]1st-level Evocation [sonic]
  269. Casting Time: 1 action
  270. Range: Close (25 ft. + 5 ft./2 levels)
  271. Components: V, S
  272. Duration: Instantaneous; see text
  273. You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.[/indent]
  274. [b]Hex Vulnerability[/b]
  275. [indent]1st-level Necromancy [curse]
  276. Casting Time: 1 action
  277. Range: Close (25 ft. +5 ft./2 levels)
  278. Components: V, S, M (a drop of your blood)
  279. Duration: 1 round/level
  280. The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does.
  281.  
  282. Each subsequent casting of this spell on a target within a 24-hour period gives the target a +4 bonus on its save against the spell and imposes a –4 penalty on your caster level check to overcome the target’s spell resistance with this spell.[/indent]
  283. [b]Mage Armor[/b]
  284. [indent]1st-level Conjuration (creation) [force]
  285. Casting Time: 1 action
  286. Range: Touch
  287. Components: V, S, F (a piece of cured leather)
  288. Duration: 1 hour/level (D)
  289. An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
  290.  
  291. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.[/indent]
  292. [b]Snowball[/b]
  293. [indent] 1st-level Conjuration (creation) [cold, water]
  294. Casting Time: 1 action
  295. Range: Close (25 ft. + 5 ft./2 levels)
  296. Components: V, S,
  297. Duration: Instantaneous
  298. You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.[/indent]
  299. [b]Unprepared Combatant[/b]
  300. [indent]1st-level Enchantment (compulsion) [emotion, mind-affecting]
  301. Casting Time: 1 action
  302. Range: Close (25 ft. + 5 ft./2 levels)
  303. Components: V, S
  304. Duration: 1 minute/level
  305. The target takes a –4 penalty on initiative checks and Reflex saves.[/indent]
  306. [/collapse]
  307.  
  308. [/collapse]
  309. [/collapse]
  310.  
  311.  
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