Skill | Gesamt | Rang | Attr. Mod | Classskillbonus | sonstiges |
Acrobatics (Dex, ) | 4 | 1 | +3 | +0 | +0 |
Appraise (Int, ) | 3 | 0 | +3 | +0 | +0 |
Bluff (Cha, ) | 0 | 0 | +0 | +0 | +0 |
Climb (Str C) | 1 | 0 | +1 | +0 | +0 |
Craft (Int, C) | 3 | 0 | +3 | +0 | +0 |
Diplomacy (Cha, ) | 0 | 0 | +0 | +0 | +0 |
Disable Device (Dex, ) | 3 | 0 | +3 | +0 | +0 |
Disguise (Cha, C) | 0 | 0 | +0 | +0 | +0 |
Escape Artist (Dex, ) | 3 | 0 | +3 | +0 | +0 |
Fly (Dex, C) | 3 | 0 | +3 | +0 | +0 |
Handle Animal (Cha, ) | 0 | 0 | +0 | +0 | +0 |
Heal (Wis, ) | 2 | 1 | +1 | +0 | +0 |
Intimidate (Cha, C) | 0 | 0 | +0 | +0 | +0 |
Knowledge (Arcana) (Int, C) | 8 | 2 | +3 | +3 | +0 |
Knowledge (Dungeoneering) (Int, C) | 3 | 1 | +3 | +0 | +0 |
Knowledge (Engineering) (Int, ) | 7 | 1 | +3 | +0 | +3 Skill focus |
Knowledge (Geography) (Int, ) | 3 | 0 | +3 | +0 | +0 |
Knowledge (History) (Int, ) | 3 | 0 | +3 | +0 | +0 |
Knowledge (Local) (Int, ) | 3 | 0 | +3 | +0 | +0 |
Knowledge (Nature) (Int, ) | 3 | 0 | +3 | +0 | +0 |
Knowledge (Nobility) (Int, ) | 3 | 0 | +3 | +0 | +0 |
Knowledge (Planes) (Int, C) | 7 | 1 | +3 | +3 | +0 |
Knowledge (Religion) (Int, ) | 3 | 0 | +3 | +0 | +0 |
Linguist (Int, ) | 3 | 0 | +3 | +0 | +0 |
Perception (Wis, ) | 3 | 0 | +1 | +0 | +2 |
Perform (Cha, ) | 0 | 0 | +0 | +0 | +0 |
Profession (Engineer) (Wis, C) | 5 | 1 | +1 | +3 | +0 |
Ride (Dex, C) | 3 | 0 | +3 | +0 | +0 |
Sense Motive (Wis, ) | 1 | 0 | +1 | +0 | +0 |
Sleight of Hands (Dex, ) | 3 | 0 | +3 | +0 | +0 |
Spellcraft (Int, C) | 8/10 | 2 | +3 | +3 | +2 (To identify Objects) |
Stealth (Dex, ) | 3 | 0 | +3 | +0 | +0 |
Survival (Wis, ) | 1 | 0 | +1 | +0 | +0 |
Swim (Str, C) | 1 | 0 | +1 | +0 | +0 |
Use Magic Device (Cha, C) | 5 | 2 | +0 | +3 | +0 |
Skill | Gesamt | Rang | Attr. Mod | Classskillbonus | sonstiges |
Climb (Str, C) | 5 | 2 | +0 | +3 | |
Disable Device (Dex) | 5 | 1 | +1 | +0 | +3 Skill Focus |
Fly (Dex, C) | 11 | 7 | +1 | +3 | |
Handle Animal (Cha, C) | 10 | 7 | +0 | +3 | |
Knowledge (Geography) (Int, C) | 12 | 7 | +1 | +3 | +1 Nomadic |
Knowledge (Nature) (Int, C) | 13 | 7 | +1 | +3 | +2 Nature Sense |
Profession (Trapper) (Wis, C) | 15 | 7 | +5 | +3 | |
Perception (Wis, C) | 15 | 7 | +5 | +3 | |
Spellcraft (Int, C) | 9 | 5 | +1 | +3 | |
Survival (Wis, C) | 16 | 5 | +5 | +3 | +2 Nature Sense +1 Nomadic |
Swim (Str, C) | 7 | 4 | +0 | +3 | |
Skill | Gesamt | Rang | Attr. Mod | Classskillbonus | sonstiges |
Climb (Str, C) | -4 | 0 | +2 | 0 | -ACP (-6) |
Diplomacy (Cha, C) | -1 | 0 | -1 | 0 | 0 |
Handle Animal (Cha, C) | -1 | 0 | -1 | 0 | 0 |
Heal (Wis, C) | 12 | 3 | +3 | +3 | +3 (Skill Focus) |
Intimidate (Cha, C) | -1 | 0 | -1 | 0 | 0 |
Knowledge (engineering) (Int, C) | 1 | 0 | +1 | 0 | 0 |
Knowledge (religion) (Int, C) | 6 | 2 | +1 | +3 | 0 |
Perception (Wis, C (Trait)) | 10 | 3 | +3 | +3 | +1 (Trait) + 2 (metal or stone, 10 feet passive) |
Prefession(Soldier) (Wis, C) | 8 | 2 | +3 | +3 | 0 |
Ride (Dex, C) | -6 | 0 | 0 | 0 | -ACP (-6) |
Sense Motive (Wis, C) | 3 | 0 | +3 | 0 | 0 |
Spellcraft (Int, C) | 1 | 0 | +1 | 0 | 0 |
Survival (Wis, C) | 3 | 0 | +3 | 0 | 0 |
Swim (Str, C) | -4 | 0 | +2 | 0 | -ACP (-6) |
Gegenstand | Gewicht(Pf) | Kosten(Gp) | Wo | Sonstiges |
Zwergische Streitaxt | 8 | 30 | Rucksack | |
Warhammer | 5 | 12 | Gürtel | |
Morgenstern + 1 | 6 | ?? | Rucksack | |
Kettenpanzer MW | 40 | 150 | Getragen | |
Großer Holzschild | 10 | 7 | Rücken | |
Rucksack | 2 | 2 | Rücken | |
Schlafsack | 5 | 0.1 | Rucksack | Außen festgemacht |
Feuerstein | - | 1 | Rucksack | |
Rationen | 5 | 2.5 | Rucksack | |
Wasserschlauch | 4 | 1 | Gürtel | gefüllt |
Schleifstein | 1 | 0.02 | Rucksack | |
3 x Erste-Hilfe-Kasten | 1 | 50 | Rucksack | |
Handwerkszeug | 5 | 5 | Rucksack | |
Handwerkerkleidung | 4 | 1 | Rucksack | |
kleiner Beutel | 0.5 | 1 | Gürtel | |
Geld | ??? | 116.38 | kleiner Beutel | |
Fertigkeit | Gesamt | Rang | Attr. Mod | Klassenfert. | Sonstiges |
Acrobatics (Dex) | 9 | 1 | +3 | +3 | +2 (Rasse) |
Appraise (Int) | 6 | 1 | +2 | +3 | |
Bluff (Cha) | 14 | 0 | +4 | (+3) | Nutze Perform: Act (Versatile Performance) |
Climb (Str) | 6 | 1 | +0 | +3 | +2 (Rasse) |
Craft ___ (Int) | 2 | 0 | +2 | (+3) | |
Diplomacy (Cha) | 12 (13) | 2 | +4 | +3 | +3 (Circlet); (+1 Charming) |
- | 0 | +3 | |||
Disguise (Cha) | 14 | 0 | +4 | (+3) | Nutze Perform: Act (Versatile Performance) |
Escape Artist (Dex) | 7 | 1 | +3 | +3 | |
Fly (Dex) | 3 | 0 | +3 | ||
Handle Animal (Cha) | 8 | 1 | +4 | +3 (Circlet) | |
Heal (Wis) | -1 | 0 | -1 | ||
Intimidate (Cha) | 11 (7) | 1 | +4 | +3 | +3 (Circlet) -4 gegen grössere |
Knowledge (Arcana) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Dungeoneering) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Engineering) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Geography) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (History) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Local) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Nature) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Nobility) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Planes) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Knowledge (Religion) (Int) | 7 | 1 | +2 | +3 | +1 Bardic Knowledge |
Linguistics (Int) | 6 | 1 | 2 | +3 | |
Perception (Wis) | 5 | 1 | -1 | +3 | +2 (Rasse) |
Perform: Oratory (Cha) | 14 | 4 | +4 | +3 | +3 (Circlet) |
Perform: Act (Cha) | 14 | 4 | +4 | +3 | +3 (Circlet) |
Profession: Beggar (Wis) | 6 | 4 | -1 | +3 | |
Ride (Dex) | 4 | 1 | +3 | ||
Sense Motive (Wis) | 6 | 1 | -1 | +3 | +3 Skill Focus |
Sleight of Hands (Dex) | 7 | 1 | +3 | +3 | |
Spellcraft (Int) | 2 | 0 | +2 | (+3) | |
Stealth (Dex) | 11 | 1 | +3 | +3 | +4 (Rasse) |
Survival (Wis) | 0 | 0 | -1 | (+3) | +1 (Caravan Bard) |
Swim (Str) | 1 | 0 | +1 | ||
Use Magic Device (Cha) | 11 | 1 | +4 | +3 | +3 (Circlet) |
Gegenstand | Gewicht (Pf) | Kosten (Gs) | Wo | Sonstiges |
Circlet of Persuasion | - | gefunden | getragen | +3 Kompetenzbonus auf charismabasierte Proben |
Binky (Reithund) | 50 | 150 | Läuft selbst | |
Zaumzeug | 2 | 2 | Binky | |
Reitsattel | ? | 10 | Binky | |
Hundepfeife | - | 5 | Hals | |
Meisterhafter Kompositkurzbogen (Str 12) | 1 | 375 | Bogenköcher, Hüfte | |
Pfeile (20) | 1,5 | 1 | Köcher, Rücken | |
Dolch | 0,5 | 2 | Gürtel | |
Lederrüstung | 7,5 | 10 | Getragen | |
Entertainer Outfit | 1 | 0 | Rucksack | Gratisoutfit zum Start |
Reiseoutfit | 1,25 | 1 | Getragen | |
Rucksack | 0,5 | 2 | Rücken | |
Schlafsack | 1,25 | 0,1 | Binky | |
Jonglage-Utensilien | 2,5 | 15 | Rucksack | +1 auf Perform: Act / Comedy |
Kochutensilien | 16 | 3 | Binky | |
Verkleidungsutensilien | 2 | 50 | Binky | +2 auf Verkleiden, 10 Ladungen |
Essgeschirr | 1 | 0,2 | Rucksack | |
Kerzen (4) | 0 | 0,04 | Rucksack | |
Kreide (5) | 0 | 0,05 | Gürteltasche | |
Feuerzeug | 0 | 1 | Gürteltasche | |
Nähnadel | 0 | 0,5 | Gürteltasche | |
Gürteltasche | 0,125 | 1 | Gürtel | |
Meisterhafte Trompete | 0,75 | 100 | Binky | |
Zwergisches Starkbier | 1 | 0,08 | Reiseflasche | |
Reiseflasche | 0 | 0,03 | Gürtel | |
Schriftrollenbehälter | 0,5 | 1 | Am Rucksack befestigt | |
Pergament (1) | 0 | 0,2 | Schriftrollenbehälter | |
Tinte (1 Unze) | 0 | 8 | Phiole | |
Phiole | 0 | 1 | Rucksack | |
Füllfederhalter | 0 | 0,1 | Rucksack | |
Lampe | 1 | 0,1 | Am Rucksack befestigt | |
Lampenöl | 1 | 0,1 | Rucksack | |
Kleiner Stahlspiegel | 0,5 | 10 | Rucksack | |
Tagebuch | 1 | 10 | Rucksack | |
Seil (Seide, 50 Fuß) | 5 | 10 | Am Rucksack befestigt | |
Seife | 0,5 | 0,25 | Rucksack | |
Wasserschlauch | 1 | 1 | Rucksack | |
Rationen (5) | 1,25 | 2,5 | Rucksack | |
Trank: Leichte Wunden heilen (2) | 0 | 100 | Gürtel | |
Spell Component Pouch | 2 | 5 | Gürtel | |
Gesamt | 31,625 | 878,25 | ||
+ 22 (Binky) | ||||
Skill | Gesamt | Rang | Attr. Mod | Classskillbonus | sonstiges |
Acrobatics (Dex, C) | +19 | 7 | +4 | +3 | +5 Boots of Elvenkind |
Appraise (Int) | +0 | 0 | +0 | +0 | |
Bluff (Cha) | +0 | 0 | +0 | +0 | |
Climb (Str) | +0 | 0 | +0 | +0 | |
Craft (Int, C) | +0 | 0 | +0 | +0 | |
Diplomacy (Cha) | +0 | 0 | +0 | +0 | |
Disable Device (Int) | +0 | 0 | +0 | +0 | |
Disguise (Cha) | +0 | 0 | +0 | +0 | |
Escape Artist (Dex) | +4 | 0 | +4 | +0 | |
Fly (Dex) | +10 | 6 | +4 | +0 | |
Handle Animal (Cha) | +0 | 0 | +0 | +0 | |
Heal (Wis, C) | +1 | 0 | +1 | +0 | |
Intimidate (Cha, C) | +4 | 1 | +0 | +3 | |
Knowledge (Engineering) (Int, C) | +0 | 0 | +0 | +0 | |
Linguistics (Int) | +0 | 0 | +0 | +0 | |
Perception (Wis, C) | +11 | 7 | +1 | +3 | |
Perform (Cha) | +0 | 0 | +0 | +0 | |
Profession (Thief, C) (Int) | +10 | 7 | +0 | +3 | |
Ride (Dex) | +4 | 0 | +4 | +0 | |
Sense Motive (Wis) | +1 | 0 | +1 | +0 | |
Sleight of Hands (Dex, C) | +18 | 7 | +4 | +3 | + 3 Skill Focus, +1 TraitBonus |
Spellcraft (Int) | +0 | 0 | +0 | +0 | |
Stealth (Dex, C) | +19 | 7 | +4 | +3 | +5 Cloak of Elvenkind |
Survival (Wis) | +1 | 0 | +1 | +0 | |
Swim (Str) | +0 | 0 | +0 | +0 | |
Use Magic Device (Cha, C) | +0 | 0 | +0 | +0 | |
Skill | Gesamt | Rang | Attr. Mod | Classskillbonus | sonstiges |
Acrobatics (Dex) | 9 | 4 | +2 | +3 | |
Perception (Wis) | 14 | 4 | +4 | +3 | +3 (skill focus) |
Profession (Hunter) (Wis) | 11 | 4 | +4 | +3 | |
Ride (Dex) | 6 | 1 | +2 | +3 | |
Sense Motive (Wis) | 10 | 3 | +4 | +3 | |
Stealth (Dex) | 9 | 4 | +2 | +3 |
Gegenstand | Gewicht | Kosten | Wo | sonstiges |
Cloak of Resistance +1 | 1 lbs | 1000 G | getragen | |
Pathfinder's Kit (http://www.d20pfsrd.com/equipment---final/goods-and-services/tools-kits#TOC-Kit-Pathfinder-s) | 22 lbs | 12 G | Rucksack | (bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, trail rations (7x), a whetstone) |
Mönchskleidung (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Outfit-Monk-s) | 2 lbs | Startgold | Getragen | |
Mönchskleidung (http://www.d20pfsrd.com/equipment---final/goods-and-services/containers-bags-boxes-more#TOC-Outfit-Monk-s) | 2 lbs | Startgold | Rucksack | |
Outfit, Cold-Weather | 7 lbs | 8 G | getragen | |
Cold Iron Knuckles | 1 lbs | - | Gürteltasche | |
Comp. Longbow +1 (magic, ST14) | 3 lbs | 2600 G | Rücken | |
Köcher (20) | 3 lbs | 1 G | Rücken | |
Köcher (20) | 3 lbs | 1 G | Rücken | |
Köcher (blunt) (20) | 3 lbs | 1 G | Rucksack | |
Köcher (cold iron, MW) (20) | 3 lbs | 122 G | Rucksack | |
Seil, Seide (50 ft.) | 5 lbs | 1 G | Rucksack | |
Mehl/Kreidepulver (http://www.d20pfsrd.com/equipment---final/goods-and-services/herbs-oils-other-substances#TOC-Powder-Normal) (10x) | 5 lbs | 0,1 G | Rucksack, Gürteltasche | entdeckt Unsichtbare |
Skill | Gesamt | Rang | Attr. Mod | Class-Skill | Sonstiges |
Acrobatics (Dex) | 1 | 0 | 1 | 0 | |
Appraise (Int, C) | 6 | 1 | +2 | +3 | |
Climb (Str) | 8 | 1 | +4 | +3 | |
Craft (Alchemy) (Int, C) | 14 | 4 | +2 | +3 | +3 Skill Focus +2 competence |
Heal (Wis, C) | 5 | 2 | +0 | +3 | |
Intimidate (Cha) | 5 | 1 | -1 | +3 | +2 racial |
Knowledge (arcana) (Int, C) | 6 | 1 | +2 | +3 | |
Knowledge (nature) (Int, C) | 8 | 3 | +2 | +3 | |
Perception (Wis, C) | 7 | 4 | +0 | +3 | |
Profession (Wis, C) | 6 | 3 | +0 | +3 | |
Ride (Dex) | 1 | 0 | 1 | 0 | |
Spellcraft (Int, C) | 6 | 2 | +2 | +3 | |
Survival (Wis, C) | 8 | 3 | +0 | +3 | +2 racial |
Swim (Str) | 8 | 1 | +4 | +3 | |
Use Magic Device (Cha, C) | 5 | 3 | -1 | +3 | |
Equipment | Cost | Weight |
Amulet of Mighty Fists | 4000gp | - |
Ring of Protection +1 | 2000gp | - |
Dagger | 2gp | 1lbs |
Longspear | 5gp | 9lbs |
Falchion | 75gp | 8lbs |
Light Crossbow | 35gp | 4lbs |
Chain Shirt | 100gp | 25lbs |
Backpack MW | 50gp | 4lbs |
Bedroll | 1sp | 5lbs |
Fishing Net | 4gp | 5lbs |
Traveler's Outfit | 1gp | 5lbs |
Spring-loaded Wrist Sheath | 5gp | 1lbs |
3x Ale | 1sp 2cp | 3lbs |
2x Potion: Cure light wounds | 100gp | - |
1x Potion: Shield of faith | 50gp | - |
1x Potion: Magic fang | 50gp | - |
Portable Alchemy Lab | 75gp | 20lbs |
2x Alchemist Fire | 40gp | 2lbs |
1x Tanglefoot Bag | 50gp | 4lbs |
1x Holy Water | 25gp | 1lbs |
5x Alchemist's Kindness Powder | 5gp | - |
1x Antiplague Powder | 50gp | - |
3x Clear Ear Gel | 45gp | - |
2x Blood-boiling pill | 150gp | - |
10x Reagent Paper | 10gp | - |
2x Tracking Powder | 60gp | - |
6x Tindertwig | 6gp | - |
Name | Ability | Skill Mod | Ability Mod | Ranks | Misc Mod |
---|---|---|---|---|---|
Appraise | INT | 3 | 2 | 1 | 0 |
Climb | STR | 1 | 0 | 1 | 0 |
Craft (Alchemy) | INT | 7 | 2 | 2 | 3 |
Diplomacy | CHA | 18 (14) | 6 | 9 | 3 (-4)* |
Handle Animal | CHA | 10 (6) | 6 | 1 | 3 (-4)* |
Heal | WIS | 20 (22) | 2 | 9 | 3+1(+2)°+5 |
Knowledge History | INT | 6 | 2 | 1 | 3 |
Knowledge Nature | INT | 11 | 3 | 2 | 3+3 |
Knowledge Planes | INT | 6 | 2 | 1 | 3 |
Knowledge Religion | INT | 12 | 2 | 7 | 3 |
Perception | WIS | 11 | 2 | 9 | 0 |
Profession Healer | WIS | 11 | 4 | 3 | 3+1 |
Ride | DEX | 2 | 1 | 1 | 0 |
Sense Motive | WIS | 10 | 2 | 5 | 3 |
Spellcraft | INT | 13 | 2 | 8 | 3 |
Survival | WIS | 8 | 2 | 3 | 3 |
Swim | STR | 1 | 0 | 1 | 0 |
Bezeichnung | Anzahl | Beschreibung | Gewicht | Preis | Ort |
---|---|---|---|---|---|
Dolch | 1 | - | 1 | 2 G | G |
MWLeichte Armbrust | 1 | - | 4 | 335 G | G |
Bolzen | 10 | - | 1 | 1 G | K |
Benevolent Mithral Shirt +1 | 1 | + 5 AC Dex +6 Penalty 0 Benevolent (https://www.d20pfsrd.com/magic-items/magic-armor/magic-armor-and-shield-special-abilities/benevolent/) | 10 | 4100 G | G |
Healer's Kit | 1 | 10 Ladungen, +2 auf Heal | 1 | 50 G | R |
Pathfinders Kit | 1 | This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin and a whetstone. | 14 | 7.5 G | R |
Seife | 1 | - | 0 | 0.5 G | R |
Wand of Cure Light Wounds | 1 | 50 Ladungen 1d8+1 | 1 | 750 G | G |
Minor Bag of Holding | 1 | Im Rucksack | 3 | 1000 G | G |
Headband of Charisma +2 | 1 | +2 auf Charisma | 1 | 4000 G | G |
Vest of Surgery | 1 | The wearer is always treated as if using a healer’s kit when making Heal checks. Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage. | 4 | 3000 G | G |
Healers Gloves | 1 | +5 auf Heal | 0 | 2500 G | G |
Boots of Winterland | 1 | The wearer of these boots is able to travel across snow at her normal speed, leaving no tracks. Additionally, the boots enable her to travel at normal speed across the slipperiest ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if she were affected by an endure elements spell. | 1 | 2500 G | G |
Amulet of natural armor +1 | 1 | This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet. | 0 | 2000 G | G | Claws of the Ice Bear (https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/claws-of-the-ice-bear/) | 1 | Strapped to the hands, these spiked climbing claws grant a +2 competence bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement, and allow the wearer to ignore the normal penalties on those skills for slippery or icy surfaces. In addition, up to 3 times per day, the wearer can activate the claws as a swift action to gain the benefits of spider climb for 1 round. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets. | 1 | 1300 G | G | [/row]
Notepad | Save | Total | Attr. | Mod | Druid | Occultist | Other | Notes |
Note Fort: [dice]1d20+10[/dice] +2 vs fear | Fort | +10 | Con | +2 | +2 | +5 | +1 (racial) | +2 racial vs fear (stacks) |
Note Reflex: [dice]1d20+6[/dice] +2 vs fear | Reflex | +6 | Dex | +3 | +0 | +2 | +1 (racial) | +2 racial vs fear (stacks) |
Note Will: [dice]1d20+9[/dice] +2 vs fear | Will | +9 | Wis | +1 | +2 | +5 | +1 (racial) | +2 racial vs fear (stacks) |
Notepad | Ability | Total | Mod | Racial | Point Buy | Lvl Up | Other | Notes |
Note Strength: [dice]1d20+0[/dice] +x ([url=https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su]Physical Enhancement (Su)[/url]) | Strength | 10 | +0 | -2 | 12 | / | Other | +x (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su)) |
Note Dexterity: [dice]1d20+3[/dice] +x ([url=https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su]Physical Enhancement (Su)[/url]) | Dexterity | 16 | +3 | +2 | 13 | +1 | Other | +x (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su)) |
Note Constitution: [dice]1d20+2[/dice] +x ([url=https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su]Physical Enhancement (Su)[/url]) | Constitution | 14 | +2 | / | 13 | +1 | Other | +x (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su)) |
Note Intelligence: [dice]1d20+4[/dice] | Intelligence | 18 | +4 | / | 16 | / | Headband of Vast Intelligence (https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/headband-of-vast-intelligence) +2 | Notes |
Note Wisdom: [dice]1d20+1[/dice] | Wisdom | 12 | +1 | / | 12 | / | Other | Notes |
Note Charisma: [dice]1d20+1[/dice] | Charisma | 12 | +1 | +2 | 10 | / | Other | Notes |
Lvl | Class |
1 | Druid (https://www.d20pfsrd.com/classes/core-classes/druid/) (Menhir Savant (https://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo-druid-archetypes/menhir-savant)) |
2-8 | Occultist (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/) (Panoply Savant (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/panoply-savant-occultist-archetype/)/Geomancer (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/)) |
Lvl | Class Feature | Description |
1 | Class Skills | Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str) |
1 | Weapon and Armor Proficiency | club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear, all natural attacks, light and medium armor (metal armor prohibited), shields (except tower shields; only wooden ones) |
1 | Spells | A druid casts divine spells that are restricted by alignment/moral or ethical beliefs (druid spell list (https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-druid)). A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Spell DC: 10+SL+Wis-Mod. A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. |
1 | Spontaneous Casting | A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. |
1 | Orisons (Sp) | These spells are cast like any other spell, but they are not expended when cast and may be used again. |
1 | Bonus Languages | Druidic. A druid’s bonus language options include Sylvan. |
1 | Nature Bond (Ex) | animal companion (https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions) (Animal Choices (https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Animal-Choices)) |
1 | Spirit Sense (Sp) | At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead (https://www.d20pfsrd.com/magic/all-spells/d/detect-undead), and the druid detects all of these creatures rather than trying to detect one kind. (This ability replaces nature sense and wild empathy.) |
Lvl | Class Feature | Description |
1 | Class Skills | Appraise (Int), Craft (Int), Diplomacy (Cha), |
1 | Weapon and Armor Proficiency | all simple and martial weapons, light armor, medium armor, and shields (except tower shields) |
1 | Occultist Spell Casting (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/OCCULTIST/#Spell_Casting) | occultist spell list (https://www.d20pfsrd.com/magic/spell-lists-and-domains/occultist). Spell DC: 10 + SL + Int-Mod. |
1 | Focus Powers (Su) | Focus Powers (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/OCCULTIST/#Focus_Powers_Su). Focus Power DC: 10 + 1/2 the occultist’s level + Int-Mod. |
1 | Implements (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/OCCULTIST/#Implements_Su) (Su) | implement schools (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/) |
1 | Geomancy (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Geomancy_Su) | A geomancer learns one fewer implement school at 1st level. Instead, the spells that he knows are partially determined by the type of terrain he is currently in (and the level of spells he can cast). |
1 | Panoply Specialization (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/panoply-savant-occultist-archetype/#Panoply_Specialization) | Trappings of the Warrior (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) |
1 | Knacks (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/OCCULTIST/#Knacks) | These spells are cast like any other spell, but they can be cast any number of times per day. |
1 | Mental Focus (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/OCCULTIST/#Mental_Focus_Su)/Geomantic Focus (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Geomantic_Focus_Su) | 1.5*Occultist level + Int-Mod [+1 for panoply-related implements (Panoply Focus (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/panoply-savant-occultist-archetype/#Panoply_Focus_Su))]. When a geomancer invests mental focus into his implements for the day, he can store some of it in the surrounding terrain. As long as he remains in physical contact with the terrain, he gains the survivalist resonant power and the ability to use the terrain stride, dominion, and wall of terrain focus powers as appropriate for his level. |
2 | Survivalist (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Survivalist_Su) (Terrain Resonant Power) | +1 Survival for every point of mental focus invested in the terrain (to a maximum equal to his occultist level) |
2 | Object Reading (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/OCCULTIST/#Object_Reading_Su) | 1 min -> identify magic item's properties and command words as detect magic (https://www.d20pfsrd.com/magic/all-spells/d/detect-magic) after succeeded Spellcraft check (no check required); reveals whether item is cursed if occultist's level ist equal oder greater than item's CL; if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item |
4 | Panoply Focus (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/panoply-savant-occultist-archetype/#Panoply_Focus_Su) | At 4th level, a panoply savant gains 1 additional point of mental focus each day, which can be invested only in implements associated with his chosen panoply. At 8th level, and every 4 occultist levels thereafter, the number of additional points of mental focus he gains increases by 1 (to a maximum of 5 points at 20th level). |
5 | Terrain Stride (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Terrain_Stride_Su) (Terrain Focus Power) | Swift action: Increase all movement speeds by 10 feet (1 point of mental focus invested in the terrain) or by 20 feet (2 points). This affects only movement speeds he already has. |
7 | Dominion (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/)At 7th level, as a standard action, a geomancer can expend 1 or more points of mental focus invested in the terrain to infuse himself and each of his allies within 30 feet of him with the might of the land. Affected creatures gain a +1 morale bonus on attack rolls, damage rolls, and Fortitude saves for every point of mental focus expended. These bonuses last for 1 minute and can’t exceed one-quarter the geomancer’s occultist level. | |
This replaces the focus power gained at 7th level. | ||
Lvl | School | Implement | Resonant Power | Base Focus Power | Focus Power (Lvl) |
1 | Geomancy (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Geomancy_Su) | terrain | Survivalist (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Survivalist_Su) | terrain-specific spells | Terrain Stride (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Terrain_Stride_Su) (5) |
1 | Transmutation (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Transmutation) | weapon | Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) | Legacy Weapon (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Legacy_Weapon_Su) | Philosopher's Touch (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Philosopher8217s_Touch_Su) (1), Size Alteration (Sp)]Size Alteration (Sp) (https://www.aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Transmutation) (3) |
2 | Abjuration (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Abjuration) | shield | Warding Talisman (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Warding_Talisman_Su) | Mind Barrier (Sp) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Mind_Barrier_Sp) | / |
6 | Trappings of the Warrior (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | weapon and shield panoply | Martial Skill (Ex) | Combat Trick (Ex) | Warrior's Resilience (Su) (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) (5) |
Name | School | Implement | Description |
Survivalist (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Survivalist_Su) | Geomancy (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Geomancy_Su) | terrain | +1 bonus on Survival checks for every point of mental focus invested in the terrain (to a maximum equal to his occultist level). |
Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) | Transmutation | weapon | The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). |
Warding Talisman (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Warding_Talisman_Su) | Abjuration | Shield | The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. |
Martial Skill (Ex) (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | Trappings of the Warrior | weapon and shield | When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action (for example, a 12th-level occultist with 12 points of mental focus invested among the associated implements would be treated as having a base attack bonus of +11, with iterative attacks at a base attack bonus of +6 and +1). |
Name | School | Implement | Description |
Terrain-specific spells | Geomancy (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Geomancy_Su) | terrain | The spells that he knows are partially determined by the type of terrain he is currently in (and the level of spells he can cast). When he leaves a type of terrain, he loses knowledge of the spells that terrain grants and instead knows the spells granted by the new type of terrain he has entered. If a specific terrain falls into more than one category, the geomancer chooses which list of spells he receives when he enters the terrain. |
Terrain Stride (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Terrain_Stride_Su) | Geomancy (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Geomancy_Su) | terrain | At 5th level, as a swift action, a geomancer can expend 1 point of mental focus invested in the terrain to increase all of his movement speeds by 10 feet. At 5th level, the geomancer can expend 2 points of mental focus invested in the terrain to instead increase all of his movement speeds by 20 feet. This affects only movement speeds he already has. |
Legacy Weapon (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Legacy_Weapon_Su) | Transmutation (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Transmutation) | weapon | As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute. |
Philosopher's Touch (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Philosopher8217s_Touch_Su) | Transmutation (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Transmutation) | weapon | As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess. At 4th level and every 4 levels thereafter, You can touch an additional weapon as part of using this ability to grant that weapon the same benefit (still expending only 1 point of mental focus). At 11th level, you can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness). |
Size Alteration (Sp) (https://www.aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Transmutation) | Transmutation (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Transmutation) | weapon | As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size. |
Mind Barrier (Sp) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Mind_Barrier_Sp) | Abjuration (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Abjuration) | shield | As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1. |
Combat Trick (Ex) (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | Trapping of the Warrior (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | weapon and shield | As a move action, you can expend 3 points of mental focus to gain a single combat feat for which you qualify. This benefit lasts for 1 minute. |
Warrior's Resilience (Su) (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | Trapping of the Warrior (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | weapon and shield | As an immediate action when you would be reduced to fewer than 0 hit points, you can expend 1 or more points of mental focus to remain at 0 hit points instead. Using this focus power costs 1 point of mental focus for every 5 points of damage below 0 that you would otherwise be reduced to (rounded up, minimum 1 point of mental focus). This has no effect on anything that would kill you without reducing your hit points below 0, such as a failed saving throw against a death effect. |
Dominion (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/) | Geomancy (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/) | terrain | At 7th level, as a standard action, a geomancer can expend 1 or more points of mental focus invested in the terrain to infuse himself and each of his allies within 30 feet of him with the might of the land. Affected creatures gain a +1 morale bonus on attack rolls, damage rolls, and Fortitude saves for every point of mental focus expended. These bonuses last for 1 minute and can’t exceed one-quarter the geomancer’s occultist level. |
Notepad | Skills | Total | Rank | Attr. | Class | ACP | Other | Notes |
Note Acrobatics: [dice]1d20+3[/dice] | Acrobatics (http://www.d20pfsrd.com/skills/acrobatics) (Dex) | +3 | 0 | +3 | / | -0 | Other | Notes |
Note Appraise: [dice]1d20+8[/dice] | Appraise (http://www.d20pfsrd.com/skills/bluff) (Int) | +8 | 1 | +4 | +3 | / | Other | Notes |
Note Bluff: [dice]1d20+1[/dice] | Bluff (http://www.d20pfsrd.com/skills/bluff) (Cha) | +1 | 0 | +1 | / | / | Other | Notes |
Note Climb: [dice]1d20+8[/dice] | Climb (http://www.d20pfsrd.com/skills/climb) (Str) | +8 | 5 | +0 | +3 | -0 | Other | Notes |
Note Craft (cook): [dice]1d20+8[/dice] | Craft (http://www.d20pfsrd.com/skills/craft) (cook) (Int) | +8 | 1 | +4 | +3 | / | Other | Notes |
Note Diplomacy: [dice]1d20+8[/dice] (+8 instead normal bonus vs animals [url=https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Empathy-Ex-]Wild Empathy [Ex][/url]) | Diplomacy (http://www.d20pfsrd.com/skills/diplomacy) (Int) | +8 | 1 | +4 | +3 | / | Other | use Int instead of Cha (Clever Wordplay (https://www.d20pfsrd.com/traits/social-traits/clever-wordplay/)), +8 vs animals Wild Empathy (Ex) (https://www.d20pfsrd.com/classes/core-classes/druid#TOC-Wild-Empathy-Ex-) |
Note Disable Device: [dice]1d20+5[/dice] | Disable Device (http://www.d20pfsrd.com/skills/disable-device)* (Dex) | +9 | 6 | +3 | / | -0 | Other | Notes |
Note Disguise: [dice]1d20+1[/dice] | Disguise (http://www.d20pfsrd.com/skills/disguise) (Cha) | +1 | 0 | +1 | +0 | / | Other | Notes |
Note Escape Artist: [dice]1d20+3[/dice] | Escape Artist (http://www.d20pfsrd.com/skills/escape-artist) (Dex) | +3 | 0 | +3 | / | -0 | Other | Notes |
Note Fly: [dice]1d20+3[/dice] | Fly (http://www.d20pfsrd.com/skills/fly) (Dex) | +3 | 0 | +3 | +0 | -0 | Other | Notes |
Note Handle Animal: [dice]1d20+10[/dice] +4 regarding an animal companion | Handle Animal (http://www.d20pfsrd.com/skills/handle-animal)* (Cha) | +10 | 6 | +1 | +3 | / | Other | +4 regarding an animal companion |
Note Heal: [dice]1d20+5[/dice] | Heal (http://www.d20pfsrd.com/skills/heal) (Wis) | +5 | 1 | +1 | +3 | / | Other | Notes |
Note Intimidate: [dice]1d20+1[/dice] | Intimidate (http://www.d20pfsrd.com/skills/intimidate) (Cha) | +1 | 0 | +1 | / | / | Other | Notes |
Note Knowledge (arcana): [dice]1d20+10[/dice] | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (arcana) (Int) | +10 | 3 | +4 | +3 | / | Other | Notes |
Note Knowledge (dungeoneering): [dice]1d20+5[/dice] +2 to avoid becoming lost ([url=https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Compass]Compass[/url]) | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (dungeoneering) (Int) | +5 | 1 | +4 | / | / | Other | +2 to avoid becoming lost (Compass (https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Compass)) |
Note Knowledge (engineering): [dice]1d20+4[/dice] untrained | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (engineering) (Int) | +4 | 0 | +4 | / | / | Other | Notes |
Note Knowledge (geography): [dice]1d20+8[/dice] | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (geography) (Int) | +8 | 1 | +4 | +3 | / | Other | Notes |
Note Knowledge (history): [dice]1d20+8[/dice] | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (history) (Int) | +8 | 1 | +4 | +3 | / | Other | Notes |
Note Knowledge (local): [dice]1d20+5[/dice] | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (local) (Int) | +5 | 1 | +4 | / | / | Other | Notes |
Note Knowledge (nature): [dice]1d20+14[/dice] | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (nature) (Int) | +14 | 7 | +4 | +3 | / | Other | Notes |
Note Knowledge (nobility): [dice]1d20+4[/dice] untrained | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (nobility) (Int) | +4 | 0 | +4 | / | / | Other | Notes |
Note Knowledge (planes): [dice]1d20+8[/dice] | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (planes) (Int) | +8 | 1 | +4 | +3 | / | Other | Notes |
Note Knowledge (religion): [dice]1d20+4[/dice] untrained | Knowledge (http://www.d20pfsrd.com/skills/knowledge)* (religion) (Int) | +4 | 0 | +4 | / | / | Other | Notes |
Note Linguistics: [dice]1d20+8[/dice] | Linguistics (http://www.d20pfsrd.com/skills/linguistics)* (Int) | +8 | 1 | +4 | +3 | / | Other | Notes |
Note Perception: [dice]1d20+7[/dice] | Perception (http://www.d20pfsrd.com/skills/perception) (Wis) | +7 | 1 | +1 | +3 | / | +2 (racial) | Notes |
Note Perform (wind instruments): [dice]1d20+2[/dice] | Perform (http://www.d20pfsrd.com/skills/perform) (wind instruments) (Cha) | +2 | 1 | +1 | / | / | Other | Notes |
Note Profession (sage): [dice]1d20+6[/dice] | Profession (http://www.d20pfsrd.com/skills/profession)* (sage) (Wis) | +6 | 1 | +1 | +3 | / | +1 (start bonus) | Notes |
Note Ride: [dice]1d20+13[/dice] | Ride (http://www.d20pfsrd.com/skills/ride) (Dex) | +13 | 7 | +3 | +3 | -0 | Other | Notes |
Note Sense Motive: [dice]1d20+5[/dice] | Sense Motive (http://www.d20pfsrd.com/skills/sense-motive) (Wis) | +5 | 1 | +1 | +3 | / | Other | Notes |
Note Sleight of Hand: [dice]1d20+3[/dice] untrained | Sleight of Hand (http://www.d20pfsrd.com/skills/sleight-of-hand)* (Dex) | +3 | 0 | +3 | +0 | -0 | Other | Notes |
Note Spellcraft: [dice]1d20+17[/dice] | Spellcraft (http://www.d20pfsrd.com/skills/spellcraft)* (Int) | +17 | 7 | +4 | +3 | / | +3 (Skill Focus (https://www.d20pfsrd.com/feats/general-feats/skill-focus--)) | Notes |
Note Stealth: [dice]1d20+11[/dice] | Stealth (http://www.d20pfsrd.com/skills/stealth) (Dex) | +11 | 0 | +3 | / | -0 | +4 (size) +5 (Cloak of Elvenkind (https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/cloak-of-elvenkind)) | Notes |
Note Survival: [dice]1d20+11[/dice] +x ([url=https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Survivalist_Su]Survivalist (Su)[/url] resonant power), +2 to avoid becoming lost ([url=https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Compass]Compass[/url]), +2 for the dowsing occult skill unlock ([url=https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dowsing%20rod]Dowsing rod[/url]) | Survival (http://www.d20pfsrd.com/skills/survival) (Wis) | +11 | 7 | +1 | +3 | / | Other | +x (Survivalist (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Survivalist_Su) resonant power), +2 to avoid becoming lost (Compass (https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Compass)), +2 for the dowsing occult skill unlock (Dowsing rod (https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dowsing%20rod)) |
Note Swim: [dice]1d20+4[/dice] | Swim (http://www.d20pfsrd.com/skills/stealth) (Str) | +4 | 1 | +0 | +3 | -0 | Other | Notes |
Note Use Magic Device: [dice]1d20+5[/dice] | Use Magic Device (http://www.d20pfsrd.com/skills/use-magic-device)* (Cha) | +5 | 1 | +1 | +3 | / | Other | Notes |
Skill Unlock | Associated Skill | Actions |
Automatic Writing | Linguistics | Use Augury (https://www.d20pfsrd.com/magic/all-spells/a/augury) (1 rank) or Divination (https://www.d20pfsrd.com/magic/all-spells/d/divination) (10 ranks) |
Dowsing | Survival | Find Water (DC 15), Graves (DC 20) or Metal/Gems (DC25) |
Faith Healing | Heal | Suppress ability dmg, suspend curse/disease/poison, remove affliction |
Hypnotism | Diplomacy | Implant Suggestion (https://www.d20pfsrd.com/magic/all-spells/s/suggestion), recall forgotten memory |
Phrenology | Knowledge (arcana) | Analyse psychological attributes of a creature's skull |
Prognostication | Sense Motive | Folk divination (cards, hand palms, crystal-gazing, etc.) or Augury (https://www.d20pfsrd.com/magic/all-spells/a/augury) |
Psychometry | Appraise | Read object |
Read Aura | Perception | Read alignment, emotion, health or magic aura |
Notepad | Save | Total | Attr. | Mod | Base | Other | Notes |
Note Fort: [dice]1d20+5[/dice] | Fort | +5 | Con | +1 | +4 | Other | Notes |
Note Reflex: [dice]1d20+8[/dice] ([url=https://www.d20pfsrd.com/classes/core-classes/Druid/animal-companions/#TOC-Evasion-Ex-]Evasion (Ex)[/url]) | Reflex | +8 | Dex | +4 | +4 | Other | Evasion (Ex) (https://www.d20pfsrd.com/classes/core-classes/Druid/animal-companions/#TOC-Evasion-Ex-) |
Note Will: [dice]1d20+2[/dice] | Will | +2 | Will | +1 | +1 | Other | Notes |
Notepad | Ability | Total | Mod | Base | Str/Dex Bonus | Other | Notes |
Note Strength: [dice]1d20+0[/dice] | Strength | 11 | +0 | 10 | +1 | Other | Notes |
Note Dexterity: [dice]1d20+4[/dice] | Dexterity | 18 | +4 | 17 | +1 | Other | Notes |
Note Constitution: [dice]1d20+1[/dice] | Constitution | 13 | +1 | 13 | / | Other | Notes |
Note Intelligence: [dice]1d20-4[/dice] | Intelligence | 3 | -4 | 2 | / | +1 (Ability Score Increase (Ex) (https://www.d20pfsrd.com/classes/core-classes/Druid/animal-companions/#TOC-Ability-Score-Increase-Ex-)) | Notes |
Note Wisdom: [dice]1d20+1[/dice] | Wisdom | 13 | +1 | 13 | / | Other | Notes |
Note Charisma: [dice]1d20-2[/dice] | Charisma | 6 | -2 | 6 | / | Other | Notes |
Lvl | Ability | Description |
1 | Skills | Animal companions can assign skill ranks to any skill listed below. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice. Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. |
1 | Link (Ex) | A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. |
1 | Share Spells (Ex) | The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. |
3 | Evasion (Ex) | If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. |
4 | Ability Score Increase (Ex) | The animal companion adds +1 to any one of its ability scores. -> Int |
Notepad | Skills | Total | Rank | Attr. | Class | ACP | Other | Notes |
Note Acrobatics: [dice]1d20+4[/dice] | Acrobatics (http://www.d20pfsrd.com/skills/acrobatics) (Dex) | +4 | 0 | +4 | +0 | -0 | Other | Notes |
Note Climb: [dice]1d20+1[/dice] | Climb (http://www.d20pfsrd.com/skills/climb) (Str) | +1 | 0 | +1 | +0 | -0 | Other | Notes |
Note Escape Artist: [dice]1d20+4[/dice] | Escape Artist (http://www.d20pfsrd.com/skills/escape-artist) (Dex) | +4 | 0 | +4 | / | -0 | Other | Notes |
Note Fly: [dice]1d20+8[/dice] 60 ft. (40 ft. as Bard's mount) | Fly (http://www.d20pfsrd.com/skills/fly) (Dex) | +8 | 1 | +4 | +3 | -0 | +0 (size) +0 (maneuverability) | Fly speed 60 ft. (average) |
Note Intimidate: [dice]1d20-2[/dice] | Intimidate (http://www.d20pfsrd.com/skills/intimidate) (Cha) | -2 | 0 | -2 | / | / | Other | Notes |
Note Linguistics: [dice]1d20-1[/dice] | Linguistics (http://www.d20pfsrd.com/skills/linguistics)* (Int) | -1 | 1 | -2 | / | / | Other | Notes |
Note Perception: [dice]1d20+5[/dice] | Perception (http://www.d20pfsrd.com/skills/perception) (Wis) | +5 | 1 | +1 | +3 | / | Other | Notes |
Note Stealth: [dice]1d20+8[/dice] | Stealth (http://www.d20pfsrd.com/skills/stealth) (Dex) | +8 | 1 | +4 | +3 | -0 | Other | Notes |
Note Survival: [dice]1d20+5[/dice] | Survival (http://www.d20pfsrd.com/skills/survival) (Wis) | +5 | 1 | +1 | / | / | +3 (Skill Focus (https://www.d20pfsrd.com/feats/general-feats/skill-focus)) | Notes |
Note Swim: [dice]1d20+0[/dice] | Swim (http://www.d20pfsrd.com/skills/stealth) (Str) | +0 | 0 | +0 | +0 | -0 | Other | Notes |
Trick | Description |
Break Out | On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. Weight and Strength restrictions still apply, and pickpocketing a key or picking any sort of lock is still far beyond the animal’s ability. |
Defend | The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character. |
Deliver | The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.) |
Fetch | The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object. |
Flee | The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends. |
Guard | The animal stays in place and prevents others from approaching. |
Hunt | This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal’s handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes. |
Rescue | The companion has been trained to drag its handler or another creature that the handler designates out of danger and to a safe place in the event that the handler or creature is incapacitated. If a creature that the companion is defending is rendered helpless or is slain, the companion will carry, drag, or otherwise move that creature out of danger. If the companion knows the get help trick, it will attempt to bring the creature it is rescuing to one of the creatures designated as “help.” Otherwise, you can designate a single location in advance as a safe place, and the companion will attempt to bring the creature it is rescuing to that place. If it is unable to do either of these, the companion simply moves the creature to the nearest location of relative safety. A companion must have the deliver and guard tricks in order to learn this trick. |
Seek | The animal moves into an area and looks around for anything that is obviously alive or animate. |
Sneak | The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy. |
Speak | The companion is able to communicate very simple concepts through barks, gestures, whistles, or similar actions. The companion’s vocabulary is extremely limited, generally restricted to “yes,” “no,” and counting up to three. The companion is also able to recognize and respond to up to two specific questions per point of Intelligence. The companion does not so much understand the words as recognize the sound of them, and it responds accordingly. This trick does not actually increase the companion’s capacity to understand concepts and ideas; it can be taught a way to communicate the concept of “food,” for example, but it won’t distinguish cooked food from raw food, and it might not even recognize as food anything that is not part of its own diet. A companion must have an Intelligence score of 2 or higher to learn this trick. |
Name | Notepad | Weapon | Attk. Bonus | Damage | Crit. | Notes |
Unarmed | Note Unarmed: [dice]1d20+8[/dice], Dmg: [dice]1d2+2[/dice] (Bludgeoning, nonlethal, provokes AoO [only] from opponent you attack) | Unarmed (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/strike-unarmed) | +6 (standard) +2 (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) [Str +4]) | 1d2 +0 (standard Str) +2 (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) [Str +4]) | x2 | Bludgeoning, nonlethal, provokes AoO (only) from opponent you attack |
Small Sickle (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sickle) | Note Sickle: [dice]1d20+8[/dice], Dmg: [dice]1d4+2[/dice] (Slashing, trip) | Small Sickle (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sickle) | +6 (standard) +2 (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) [Str +4]) | 1d4 +0 (standard Str) +2 (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) [Str +4]) | x2 | Slashing, trip |
Name | Notepad | Weapon | Attk. Bonus | Damage | Crit. | Range | Notes |
Composite Longbow | Note Small [url=https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/adaptive]Adaptive[/url] [url=https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite]Composite Longbow[/url] +2: [dice]1d20+13[/dice], Dmg: [dice]1d6+4[/dice] (piercing, magic, [url=https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat]Point-Blank Shot[/url]) | Small Adaptive (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/adaptive) Composite Longbow (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite) +2 | +9 (standard) +2 (enhancement) +2 (Martial Skill [Ex] (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior)) | 1d6+2 (enhancement) +0 (standard Str) +2 (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) [Str +4]) | x3 | 110 ft. | piercing, magic |
Full Attack | Note Full Attack (Small [url=https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/adaptive]Adaptive[/url] [url=https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite]Composite Longbow[/url] +2): [b]1.[/b] [dice]1d20+13[/dice], Dmg: [dice]1d6+4[/dice] (piercing, magic, [url=https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat]Point-Blank Shot[/url]), [b]2.[/b] [dice]1d20+8[/dice], Dmg: [dice]1d6+4[/dice] (piercing, magic, [url=https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat]Point-Blank Shot[/url]) | Small Adaptive (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/adaptive) Composite Longbow (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite) +2 | +9 (standard) +2 (enhancement) +2 (Martial Skill [Ex] (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior)) | 1d6+2 (enhancement) +0 (standard Str) +2 (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) [Str +4]) | x3 | 110 ft. | piercing, magic |
Full Attack (Rapid shot (https://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat/)) | Note Full Attack (Small [url=https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/adaptive]Adaptive[/url] [url=https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite]Composite Longbow[/url] +2 with [url=https://www.d20pfsrd.com/feats/combat-feats/rapid-shot-combat/]Rapid Shot[/url]): [b]1.[/b] [dice]1d20+11[/dice], Dmg: [dice]1d6+4[/dice] (piercing, magic, [url=https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat]Point-Blank Shot[/url]), [b]2.[/b] [dice]1d20+11[/dice], Dmg: [dice]1d6+4[/dice] (piercing, magic, [url=https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat]Point-Blank Shot[/url]), [b]3.[/b] [dice]1d20+6[/dice], Dmg: [dice]1d6+4[/dice] (piercing, magic, [url=https://www.d20pfsrd.com/feats/combat-feats/point-blank-shot-combat]Point-Blank Shot[/url]) | Small Adaptive (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/adaptive) Composite Longbow (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite) +2 | +9 (standard) +2 (enhancement) +2 (Martial Skill [Ex] (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior)) | 1d6+2 (enhancement) +0 (standard Str) +2 (Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) [Str +4]) | x3 | 110 ft. | piercing, magic |
Spell lvl | DC | Prepared Spells |
0 | 11 | Detect Magic (https://www.d20pfsrd.com/magic/all-spells/d/detect-magic) ∞, Light (https://www.d20pfsrd.com/magic/all-spells/l/light) ∞, Prestidigitation (https://www.d20pfsrd.com/magic/all-spells/p/prestidigitation/) ∞ |
1 | 12 | Goodberry (https://www.d20pfsrd.com/magic/all-spells/g/goodberry) ☐, Speak with Animals (https://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals) ☐ |
Spell lvl | DC | Slots | Geomancy (cold terrain) | Transmutation | Abjuration |
0 | 14 | ∞ | / | Mage Hand (https://www.d20pfsrd.com/magic/all-spells/m/mage-hand), Mending (https://www.d20pfsrd.com/magic/all-spells/m/mending) | Resistance (https://www.d20pfsrd.com/magic/all-spells/r/resistance) |
1 | 15 | ☐☐☐☐☐ | Frostbite (https://www.d20pfsrd.com/magic/all-spells/f/frostbite/) | Feather Fall (https://www.d20pfsrd.com/magic/all-spells/f/feather-fall), Gravity Bow (https://www.d20pfsrd.com/magic/all-spells/g/gravity-bow) | Hold Portal (https://www.d20pfsrd.com/magic/all-spells/h/hold-portal) |
2 | 16 | ☐☐☐☐ | Frigid Touch (https://www.d20pfsrd.com/magic/all-spells/f/frigid-touch/) | Darkvision (https://www.d20pfsrd.com/magic/all-spells/d/darkvision), Spider Climb (https://www.d20pfsrd.com/magic/all-spells/s/spider-climb) | Resist Energy (https://www.d20pfsrd.com/magic/all-spells/r/resist-energy) |
3 | 17 | ☐☐ | sleet storm (https://www.d20pfsrd.com/magic/all-spells/s/sleet-storm/) | Fly (https://www.d20pfsrd.com/magic/all-spells/f/fly), Gaseous Form (https://www.d20pfsrd.com/magic/all-spells/g/gaseous-form) | Dispel Magic (https://www.d20pfsrd.com/magic/all-spells/d/dispel-magic) |
Resonant Power | School | Implement | Description | Invested Focus | Bonus |
Survivalist (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Survivalist_Su) | Geomancy (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/archetypes/paizo-llc-occultist-archetypes/geomancer-occultist-archetype/#Geomancy_Su) | terrain | +1 bonus on Survival/point (max. occultist lvl) | ☐☐☐☐☐ | +5 survival |
Physical Enhancement (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Physical_Enhancement_Su) | Transmutation (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Transmutation) | weapon | +2 temporary enhancement bonus to one chosen physical ability score/3 points (max. of +2 at 1st lvl, plus an additional 2 for every 6 occultist lvls) | ☒☐☐☐☐☐ | +4 Strength |
Warding Talisman (Su) (https://www.d20pfsrd.com/alternative-rule-systems/occult-adventures/occult-classes/occultist/occultist-implements/#Warding_Talisman_Su) | Abjuration (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Abjuration) | Shield | +1 resistance bonus on saving throws/2 points (max. 1 + 1 for every 4 occultist lvl) | ☐☐☐☐ | +2 on all saves |
Martial Skill (Ex) (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | Trappings of the Warrior (https://aonprd.com/OccultistImplementsDisplay.aspx?ItemName=Trappings%20of%20the%20Warrior) | weapon and shield | When wielding the weapon used as the panoply’s associated implement, you treat your BAB as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a max. BAB equal to your occultist lvl (grants additional attacks when using full attacks) | (10) | +2 BAB |
Item | Amount | Price [gp] | Weight [lbs] | Description |
Headband of Vast Intelligence +2 (https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/headband-of-vast-intelligence) | 1 | 4000 | 1 | This intricate gold headband is decorated with several small blue and deep purple gemstones. |
Amulet of Natural Armor (https://www.d20pfsrd.com/magic-items/wondrous-items/a-b/amulet-of-natural-armor) +1 | 1 | 2000 | / | This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor. |
Cloak of Elvenkind (https://www.d20pfsrd.com/magic-items/wondrous-items/c-d/cloak-of-elvenkind) | 1 | 2500 | 1 | These cloaks of famed elven design are enhanced to reflect the wearer’s surroundings, aiding him in blending in with any terrain. (+5 on stealth checks) |
Small Adaptive (https://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/adaptive) Composite Longbow (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/longbow-composite) +2 | 1 | 9100 | 1 | You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. Allows you to add your Strength bonus to damage. |
Small Arrows, common (20) (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-bow-arrows-common/) | 2 | 2 | 1.5 | |
Small Arrow, blunt (20) (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-bow-arrows-common/ammunition-bow-arrow-blunt) | 1 | 2 | 1,5 | Blunt Arrows deal bludgeoning damage rather than piercing damage. An archer can use a blunt arrow to deal nonlethal damage (at the normal –4 attack penalty for using a lethal weapon to deal nonlethal damage). |
Small Sickle (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/sickle) | 1 | 6 | 1 | |
Small Darkleaf (https://www.d20pfsrd.com/EQUIPMENT/SPECIAL-MATERIALS/#Darkleaf_Cloth) Hide (https://www.d20pfsrd.com/equipment/armor/hide) +2 | 1 | 5515 | 6.25 | Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. |
Small Darkwood (https://www.d20pfsrd.com/EQUIPMENT/SPECIAL-MATERIALS/#Darkwood) Buckler (https://www.d20pfsrd.com/equipment/armor/buckler) +1 | 1 | 1180 | 2.5 | You can use a bow or crossbow without penalty while carrying it. |
Small Outfit, Cold-Weather (https://www.d20pfsrd.com/equipmenT/goods-and-services/containers-bags-boxes-more/#TOC-Outfit-Cold-Weather) | 1 | 15 | 1.5 | This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. |
Small Outfit, Explorer's (https://www.d20pfsrd.com/equipmenT/goods-and-services/containers-bags-boxes-more/#TOC-Outfit-Explorer-s) | 1 | / | 2 | This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat. |
Small Masterwork Backpack (https://www.d20pfsrd.com/equipmenT/goods-and-services/containers-bags-boxes-more/#TOC-Backpack) | 1 | 50 | 1 | Treat your Strength score as +1 higher than normal when calculating your carrying capacity. |
Small Waterskin (https://www.d20pfsrd.com/equipmenT/goods-and-services/containers-bags-boxes-more/#TOC-Waterskin) | 1 | 1 | 1 | |
Rations, Halfling Trail (https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Rations-Halfling-Trail) | 5 | 10 | 2.5 | A day’s worth of halfling trail rations is actually more than what a typical adventuring halfling eats in a day—a full belly strengthens a halfling’s resolve. Common foods include sweetened dried fruit, aged sausage, hard sharp cheese, honey cakes, and a mixture of roasted grains, nuts, and molasses. If you are a halfling who subsists on nothing but these rations for at least 1 week, you reduce the penalty for the shaken condition from –2 to –1. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth. |
Compass (https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Compass) | 1 | 10 | 0.5 | An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. |
Flint and Steel (https://www.d20pfsrd.com/equipmenT/goods-and-services/tools-kits/#TOC-Flint-and-Steel) | 1 | 1 | / | Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long. |
Silent Animal Whistle (https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Whistle) (Avian) | 1 | 0.9 | / | Animals and magical beasts that match a beast whistle’s type can hear the whistle as a human hears a signal whistle. With a DC 5 Perform (wind instruments) check, you can use a whistle to signal the same sorts of situations as signal horns. A whistle’s piercing report can be clearly heard (Perception DC 0) up to a quarter-mile away. For each quarter-mile beyond, Perception checks to hear a whistle take a –2 penalty. Silent whistles that only animals and other creatures with keen hearing can hear also exist. |
Dowsing rod (https://aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Dowsing%20rod) | 1 | 10 | 1 | +2 circumstance bonus on Survival checks for the dowsing occult skill unlock |
Saddle, exotic riding (https://www.d20pfsrd.com/equipmenT/goods-and-services/animals-animal-gear/#TOC-Saddle) | 1 | 30 | (15) | |
Saddlebag (https://www.d20pfsrd.com/equipmenT/goods-and-services/animals-animal-gear/#TOC-Saddlebags) | 1 | 4 | (8) | 20 lbs. capacity |
Kit, Cooking (https://www.d20pfsrd.com/equipmenT/goods-and-services/tools-kits/#Kit_Cooking) | 1 | 3 | (16) | This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport. |
Small Bedroll (https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#Bedroll) | 1 | 0.1 | (2.5) | |
Small Blanket (https://www.d20pfsrd.com/equipment/goods-and-services/hunting-camping-survival-geaR/#TOC-Blanket) | 1 | 0.5 | (1.5) | |
Total | / | 24440.5 | 25.75 | / |
Strength | Light Load | Medium Load | Heavy Load |
10 | 24 lbs. | 49 lbs. | 75 lbs. |
11 | 28 lbs. | 57 lbs. | 86 lbs. |
12 | 34 lbs. | 64 lbs. | 97 lbs. |
13 | 37 lbs. | 75 lbs. | 112 lbs. |
14 | 43 lbs. | 87 lbs. | 131 lbs. |
15 | 49 lbs. | 99 lbs. | 150 lbs. |
Name | Notepad | Weapon | Attk. Bonus | Damage | Crit. | Notes |
Talon | Note Talon: [dice]1d20+4[/dice], Dmg: [dice]1d4+2[/dice] (Slashing) | Talon (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Natural_Attacks) | +4 | 1d4 +0 (Str) | x2 | Slashing |
2 Talons | Note 2 Talons: [b]1.[/b] [dice]1d20+4[/dice], Dmg: [dice]1d4+2[/dice] (Slashing); [b]2.[/b] [dice]1d20+4[/dice], Dmg: [dice]1d4+2[/dice] (Slashing) | Talon (https://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules/#Natural_Attacks) | +4 | 1d4 +0 (Str) | x2 | Slashing |
Strength | Light Load | Medium Load | Heavy Load |
11 | 76 lbs.* | 152 lbs. | 230 lbs. |