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Airenyth

This document provides character details for an Oracle named Airenyth. The character is a level 10 Aasimar who worships a neutral deity and hails from the Darklands region. Stats listed include abilities, hit points, armor class, skills, and other features like darkvision and speed.

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marco258
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0% found this document useful (0 votes)
67 views5 pages

Airenyth

This document provides character details for an Oracle named Airenyth. The character is a level 10 Aasimar who worships a neutral deity and hails from the Darklands region. Stats listed include abilities, hit points, armor class, skills, and other features like darkvision and speed.

Uploaded by

marco258
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Airenyth The Darklands Chaotic Neutral

Character Name Player Name Deity Region Alignment


Oracle 10 Aasimar / Outsider Medium / 5 ft. 0' 0" / 0 lbs. Darkvision (60 ft.)
CLASS RACE SIZE / FACE HEIGHT / WEIGHT VISION
10 (9) 105000 / 155000 0 Femenino 25
Character Level (CR) EXP/NEXT LEVEL AGE GENDER EYES HAIR Points
ABILITY NAME BASE BASE ABILITY ABILITY TEMP TEMP SPEED
WOUNDS/CURRENT HP SUBDUAL DAMAGE DAMAGE REDUCTION
SCORE MOD SCORE MOD SCORE MOD

STR 14 +2 14 +2 HP 65 Walk 20 ft.


hit points
Strength

DEX 11 +0 11 +0 AC 16 : 16 : 10 = 10 + 6 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0
armor class
Dexterity BASE ARMOR SHIELD STAT SIZE NATURAL DEFLEC- DODGE Morale Insight Sacred Profane MISC
TOTAL FLAT TOUCH ARMOR TION
BONUS BONUS
CON 12 +1 12 +1
Constitution INITIATIVE +0 =
+0 +
+0 25 -3 0 5 5 5
modifier
INT 14 +2 14 +2 TOTAL DEX
MODIFIER
MISC
MODIFIER
MISS
CHANCE
Arcane
Spell
ARMOR
CHECK
SPELL
RESIST
ACID
RESIST
COLD
RESIST
ELECT.
RESIST
FIRE
RESIST
Intelligence
Failure PENALTY
WIS 14 +2 14 +2 Encumbrance Light TOTAL SKILLPOINTS: 60
SKILLS MAX RANKS: 10/10
Wisdom
KEY ABILITY SKILL ABILITY RANKS MISC
SKILL NAME
CHA 20 +5 20 +5 ✓
MODIFIER

=
MODIFIER

+
MODIFIER

Charisma Acrobatics DEX -3 0 -3


SAVING THROWS TOTAL BASE ABILITY MAGIC MISC EPIC TEMP
✓ Acrobatics (Jump) DEX -4 = 0 + -4
SAVE
✓ Appraise =
FORTITUDE +4 =
+3 +
+1 +
+0 +
+0 +
+0 + INT 2 2
(constitution) ✓ Bluff CHA 5 = 5
REFLEX +3 =
+3 +
+0 +
+0 +
+0 +
+0 + ✓ Climb STR 2 = 2
(dexterity)
Craft (Armor) INT 6 = 2 + 1 + 3
WILL +9 =
+7 +
+2 +
+0 +
+0 +
+0 +
Craft (Jewelry) INT 6 = 2 + 1 + 3
(wisdom)
✓ Craft (Untrained) INT 2 = 2
Craft (Weapons) INT 6 = 2 + 1 + 3
TOTAL BASE ATTACK BONUS STAT SIZE MISC EPIC TEMP
✓ Diplomacy CHA 16 = 5 + 6 + 5
MELEE +9/+4 = +7/+2 + +2 + +0 + +0 + 0 +
✓ Disguise =
attack bonus CHA 5 5
✓ Escape Artist DEX -3 = 0 + -3
RANGED +7/+2 = +7/+2 + +0 + +0 + +0 + 0 +
= +
attack bonus ✓ Fly DEX 6 0 6
= + +
CMB +9/+4 = +7/+2 + +2 + +0 + + + ✓ Heal WIS 10 2 5 3
attack bonus
✓ Intimidate CHA 13 = 5 + 5 + 3
BULL
GRAPPLE TRIP DISARM SUNDER RUSH OVERRUN
Knowledge (Arcana) INT 11 = 2 + 6 + 3
CMB +9/+4 +9/+4 +9/+4 +9/+4 +9 +9 Knowledge (History) INT 11 = 2 + 6 + 3
CMD 19 19 19 19 19 19 Knowledge (Planes) INT 9 = 2 + 4 + 3
Knowledge (Religion) INT 9 = 2 + 4 + 3
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
✓ Perception WIS 4 = 2 + 2
(nonlethal only) +9/+4 1d3+2 20/x2 5 ft. =
✓ Perform (Untrained) CHA 5 5
*: weapon is equipped ✓ Ride DEX -3 = 0 + -3
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off
hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. ✓ Sense Motive WIS 10 = 2 + 5 + 3
Spellcraft INT 12 = 2 + 7 + 3
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE
✓ Stealth = +
DEX -3 0 -3
*Masterwork Agile Breastplate Medium +6 +3 -3 25 ✓ Survival WIS 10 = 2 + 5 + 3
✓ Swim STR -1 = 2 + -3
Use Magic Device CHA 13 = 5 + 4 + 4
= + +
= + +
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.

Character: Airenyth PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.01 on 12/10/2017 at 07:35:29 PM Page 1
EQUIPMENT Skilled (Ex) [Paizo Inc. - Bestiary, p.7]
Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
ITEM LOCATION QTY WT / COST
Equipped 1 Spell-Like Ability (Sp)
25 / 550 [Paizo Inc. - Bestiary, p.7]
Masterwork Agile Breastplate
Aasimars can use daylight 1/day as a spell-like ability.
TOTAL WEIGHT CARRIED/VALUE 25 lbs. 550gp
Stats [Paizo Inc. - Bestiary, p.7]
WEIGHT ALLOWANCE +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Wings of Terror (Su) [Paizo Publishing - Inner
Light 58 Medium 116 Heavy 175
Sea Magic, p.31]
Lift over head 175 Lift off ground 350 Push / Drag 875
You can manifest a pair of enormous, batlike demon wings that grant you a fly speed
of 90 feet with good manueverability and a +8 bonus on Intimidate checks. You can
MONEY use these wings for 10 minutes per day. This duration does not need to be consecutive,
Total= 0 gp [Unspent Funds = 9,450 gp]
but it must be spent in 1-minute increments.
MAGIC
Feats
Craft Wand [Paizo Inc. - Core
Languages
Rulebook, p.120]
Celestial, Common, Draconic, Dwarven
You can create magic wands.
Other Companions You can create a wand of any 4th-level or lower spell that you know. Crafting a wand
takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw
materials costing half of this base price. A newly created wand has 50 charges. See
Traits
the magic item creation rules in Chapter 15 for more information.
Beacon of Faith [Paizo Publishing -
Ultimate Campaign] Forge Ring [Paizo Inc. - Core
Rulebook, p.124]
You wield the might of your faith with power and clarity. Once per day as a free
action, you may treat your caster level as if it were 2 levels higher when using one of You can create magic rings.
the granted powers of your domain or inquisition, or when casting one of your domain You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base
spells. price. To craft a ring, you must use up raw materials costing half of the base price. See
Dangerously Curious [Paizo Inc. - Advanced the magic item creation rules in Chapter 15 for more information. You can also mend a
Player's Guide, p.329] broken ring if it is one that you could make. Doing so costs half the raw materials and
You have always been intrigued by magic, possibly because you were the child of half the time it would take to forge that ring in the first place.
a magician or priest. You often snuck into your parent's laboratory or shrine to tinker Leadership [Paizo Publishing - Core
with spell components and magic devices, and often caused quite a bit of damage and Rulebook, p.129]
headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device You attract followers to your cause and a companion to join you on your adventure.
checks, and Use Magic Device is always a class skill for you. This feat enables you to attract a loyal cohort and a number of devoted subordinates
who assist you. A cohort is generally an NPC with class levels, while followers are
Special Qualities typically lower level NPCs. See Table 5-2 for what level of cohort and how many
Balefire (Su) [Paizo Publishing - Inner followers you can recruit.
Sea Magic, p.31]
You call upon the cleansing or searing fires of the Outer Rifts to burn your foes. As a Proficiencies
standard action, one target within 30 feet is wreathed in screaming flames and takes Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club,
10d6 points of fire damage. The fire's howls cause any creatures damaged by it to be Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching),
staggered for 1 round. A successful Reflex save halves this damage. You can use this Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Mace (Heavy),
ability 2 per day. Mace (Light), Mere Club, Morningstar, Quarterstaff, Rock, Shortspear, Sickle,
Bonus Oracle Revelation Level (2x) [Paizo Inc. - Advanced Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake,
Race Guide, p.85] Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light)
Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of
one revelation.
Celestial Language (Ex) [Paizo Inc. - Bestiary, p.7]
Aasimars speak Celestial.
Celestial Resistance (Ex) [Paizo Inc. - Bestiary, p.7]
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision (Ex) [Paizo Inc. - Bestiary]
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all,
out to a range specified for the creature. Darkvision is black and white only (colors
cannot be discerned). It does not allow characters to see anything that they could not
see otherwise-invisible objects are still invisible, and illusions are still visible as what
they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally.
The presence of light does not spoil darkvision.
Demonhide (Su) [Paizo Publishing - Inner
Sea Magic, p.31]
You alter your flesh to be as tough as a demon's hide, granting you a +5 armor bonus.
You can use this revelation for 10 hours per day. The duration does not need to be
consecutive, but it must be spent in 1-hour increments.
Haunted [Paizo Inc. - Advanced
Player's Guide, p.44]
Malevolent spirits follow you wherever you go, causing minor mishaps and strange
occurrences (such as unexpected breezes, small objects moving on their own, and
faint noises).
Orisons [Paizo Inc. - Advanced
Player's Guide, p.45]
You can prepare a number of orisons, or 0-level spells. These spells are cast like any
other spells, but they are not expended when used and may be used again.
Outer Rifts Mysteries [Paizo Publishing - Inner
Sea Magic, p.31]
Oracles of the Outer Rifts mystery have become marked in some way by an incursion
into the Material Plane by the Abyss.
Resistance to Acid (Ex) [Paizo Inc. - Bestiary,
p.303]
You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) [Paizo Inc. - Bestiary,
p.303]
You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) [Paizo Inc. - Bestiary,
p.303]
You may ignore 5 points of Electricity damage each time you take electricity damage.

Character: Airenyth PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.01 on 12/10/2017 at 07:35:29 PM Page 2
Innate Racial Spells
Name School Time Duration Range Source
❏ Daylight Evocation [Light] 1 standard action 100 minutes [D] Touch CR:p.264
[V, S] TARGET: Object touched; EFFECT: You touch an object when you cast this spell, causing the object to shed bright light in a 60-foot radius. [SR:No]
* =Domain/Speciality Spell

Oracle Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 11 7 8 5 4 4 — — — —
PER DAY at will 8 7 7 6 4 — — — —
Concentration +15

LEVEL 0 / Per Day:0 / Caster Level:10


Name School Time Duration Range Source
❏❏❏❏❏ Create Water Conjuration (Creation) [Water] 1 standard action Instantaneous Close (50 ft.) CR:p.262
[V, S] TARGET: Up to 20 gallons of water; EFFECT: This spell generates wholesome, drinkable water, just like clean rain water. [SR:No]
❏❏❏❏❏ Detect Magic Divination 1 standard action Concentration, up to 10 minutes [D] 60 ft. CR:p.267
[V, S] TARGET: Cone-shaped emanation; EFFECT: You detect magical auras. [SR:No]
❏❏❏❏❏ Detect Poison Divination 1 standard action Instantaneous Close (50 ft.) CR:p.268
[V, S] TARGET: Or Area one creature, one object, or a 5-ft. cube; EFFECT: You determine whether a creature, object, or area has been poisoned or is poisonous. [SR:No]
❏❏❏❏❏ Ghost Sound Illusion (Figment) 1 standard action 10 rounds [D] Close (50 ft.) CR:p.289
[V, S, M] TARGET: Illusory sounds; EFFECT: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. [SR:No; DC:15, Will disbelief]
❏❏❏❏❏ Mage Hand Transmutation 1 standard action Concentration Close (50 ft.) CR:p.306
[V, S] TARGET: One nonmagical, unattended object weighing up to 5 lbs.; EFFECT: You point your finger at an object and can lift it and move it at will from a distance. [SR:No]
❏❏❏❏❏ Mending Transmutation [MetalSchool] 10 minutes Instantaneous 10 ft. CR:p.312
[V, S] TARGET: One object of up to 10 lb.; EFFECT: This spell repairs damaged objects, restoring 1d4 hit points to the object. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Read Magic Divination 1 standard action 100 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Resistance Abjuration 1 standard action 1 minute Touch CR:p.334
[V, S, M/DF] TARGET: Creature touched; EFFECT: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Spark Evocation, FireSchool [Fire] 1 standard action Instantaneous Close (50 ft.) APG:p.246
[V or S] TARGET: one Fine object; EFFECT: Ignites flammable objects. [SR:Yes (object); DC:15, Fortitude negates (object)]
❏❏❏❏❏ Stabilize Conjuration (Healing) 1 standard action Instantaneous Close (50 ft.) CR:p.348
[V, S] TARGET: One living creature; EFFECT: Upon casting this spell, you target a living creature that has -1 or fewer hit points. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Virtue Transmutation 1 standard action 1 min. Touch CR:p.365
[V, S, DF] TARGET: Creature touched; EFFECT: With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point. [SR:Yes (harmless)]

LEVEL 1 / Per Day:8 / Caster Level:10


Name School Time Duration Range Source
❏❏❏❏❏ Bless Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 minutes 50 ft. CR:p.249
[V, S, DF] TARGET: The caster and all allies within a 50-ft. burst, centered on the caster; EFFECT: Bless fills your allies with courage. [SR:Yes (harmless)]
❏❏❏❏❏ Cure Light Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. [SR:Yes (harmless); see text; DC:16, Will half (harmless); see text]
❏❏❏❏❏ Endure Elements Abjuration 1 standard action 24 hours Touch CR:p.277
[V, S] TARGET: Creature touched; EFFECT: A creature protected by endure elements suffers no harm from being in a hot or cold environment. [SR:Yes (harmless); DC:16, Will negates (harmless)]
❏❏❏❏❏ Sanctuary Abjuration 1 standard action 10 rounds Touch CR:p.336
[V, S, DF] TARGET: Creature touched; EFFECT: Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save. [SR:No; DC:16, Will negates]
❏❏❏❏❏ Shield of Faith Abjuration 1 standard action 10 minutes Touch CR:p.342
[V, S, M] TARGET: Creature touched; EFFECT: This spell creates a shimmering, magical field around the target that averts and deflects attacks. [SR:Yes (harmless); DC:16, Will negates (harmless)]

LEVEL 2 / Per Day:7 / Caster Level:10


Name School Time Duration Range Source
❏❏❏❏❏ Bear's Endurance Transmutation 1 standard action 10 minutes Touch CR:p.246
[V, S, M/DF] TARGET: Creature touched; EFFECT: The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution. [SR:Yes; DC:17, Will negates (harmless)]
❏❏❏❏❏ Bull's Strength Transmutation 1 standard action 10 minutes Touch CR:p.251
[V, S, M/DF] TARGET: Creature touched; EFFECT: The subject becomes stronger granting a +4 enhancement bonus to Strength. [SR:Yes (harmless); DC:17, Will negates (harmless)]
❏❏❏❏❏ Cure Moderate Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 2d8+10 points of damage. [SR:Yes (harmless) or yes; see text; DC:17, Will half (harmless) or Will half; see text]
❏❏❏❏❏ Levitate Transmutation, AirSchool 1 standard action 10 minutes [D] Personal or Close CR:p.304
[V, S, F] TARGET: You or one willing creature or one object [total weight up to 1000 lbs.]; EFFECT: Levitate allows you to move yourself, another creature, or an object up and down as you wish. [SR:No]
❏❏❏❏❏ Minor Image Illusion (Figment) 1 standard action Concentration + 2 rounds Long (800 ft.) CR:p.314
[V, S, F] TARGET: Visual figment that cannot extend beyond 14 10-ft. cubes [S]; EFFECT: This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech. [SR:No; DC:17, Will disbelief (if
interacted with)]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool, 1 standard
WaterSchool
action 100 minutes Touch CR:p.334
[V, S, DF] TARGET: Creature touched; EFFECT: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. [SR:Yes (harmless); DC:17, Fortitude negates (harmless)]
❏❏❏❏❏ Restoration (Lesser) Conjuration (Healing) 3 rounds Instantaneous Touch CR:p.334
[V, S] TARGET: Creature touched; EFFECT: Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. [SR:Yes (harmless);
DC:17, Will negates (harmless)]
❏❏❏❏❏ Shield Other Abjuration 1 standard action 10 hours [D] Close (50 ft.) CR:p.342
[V, S, F] TARGET: One creature; EFFECT: This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. [SR:Yes (harmless); DC:17, Will negates (harmless)]

LEVEL 3 / Per Day:7 / Caster Level:10


Name School Time Duration Range Source
❏❏❏❏❏ Cure Serious Wounds Conjuration (Healing) 1 standard action Instantaneous Close (50 ft.) CR:p.263
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 3d8+10 points of damage. [SR:Yes (harmless) or yes; see text; DC:18, Will half (harmless) or Will half; see text]
❏❏❏❏❏ Vermin Shape I Transmutation (Polymorph) 1 standard action 10 minutes Personal UM:p.246
[V, S, M] TARGET: You; EFFECT: Take the form and some of the powers of a Small or Medium vermin.

LEVEL 4 / Per Day:6 / Caster Level:10


Name School Time Duration Range Source
❏❏❏❏❏ Confusion Enchantment (Compulsion) [Mind-Affecting] 1 standard action 10 rounds Medium (200 ft.) CR:p.258
[V, S, M/DF] TARGET: All creatures in a 15-ft.-radius burst; EFFECT: This spell causes confusion in the targets, making them unable to determine their actions. [SR:Yes; DC:19, Will negates]
❏❏❏❏❏ Cure Critical Wounds Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.262
[V, S] TARGET: Creature touched; EFFECT: When laying your hand upon a living creature, you channel positive energy that cures 4d8+10 points of damage. [SR:Yes (harmless); see text; DC:19, Will half (harmless); see text]
❏❏❏❏❏ Guardian of Faith Abjuration [See Text] 1 standard action 10 minutes Close (50 ft.) ACG:p.183
[V, S, M] TARGET: one ally; EFFECT: Target is protected by shield of faith and a protection spell, and can transfer the effects to another creature. [SR:no; DC:19, Will negates (harmless)]
* =Domain/Speciality Spell

Character: Airenyth PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.01 on 12/10/2017 at 07:35:29 PM Page 3
Oracle Spells
LEVEL 5 / Per Day:4 / Caster Level:10
Name School Time Duration Range Source
❏❏❏❏❏ Breath of Life Conjuration (Healing) 1 standard action Instantaneous Touch CR:p.251
[V, S] TARGET: Creature touched; EFFECT: This spell cures 5d8+10 points of damage [SR:Yes (harmless) or yes, see text; DC:20, Will negates (harmless) or Will half, see text]
❏❏❏❏❏ Cure Light Wounds (Mass) Conjuration (Healing) 1 standard action Instantaneous Close (50 ft.) CR:p.263
[V, S] TARGET: 10 creatures, no two of which can be more than 30 ft. apart; EFFECT: You channel positive energy to cure 1d8+10 points of damage points on each selected creature. [SR:Yes (harmless) or yes; see text; DC:20, Will half
(harmless) or Will half; see text]
❏❏❏❏❏ Planar Binding (Lesser) Conjuration, AirSchool, EarthSchool, FireSchool,
10 minutes
WaterSchool (Calling)
Instantaneous Close; see text CR:p.321
[V, S] TARGET: One elemental or outsider with 6 HD or less; EFFECT: Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell's range. [SR:No and yes; see
text; DC:20, Will negates]
❏❏❏❏❏ Telekinesis Transmutation 1 standard action Concentration [up to 10 rounds] or instantaneous;
Long (800
see ft.)
text CR:p.357
[V, S] TARGET: Or Targets see text; EFFECT: You move objects or creatures by concentrating on them. [SR:Yes (object); see text; DC:20, Will negates (object) or none; see text; Spell]
* =Domain/Speciality Spell

Innate
❏Daylight

Character: Airenyth PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.01 on 12/10/2017 at 07:35:29 PM Page 4
Airenyth
Aasimar
RACE
0
AGE
Femenino
GENDER
Darkvision (60 ft.)
VISION
Chaotic Neutral
ALIGNMENT
Derecha
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT

EYE COLOUR

SKIN COLOUR
,
HAIR / HAIR STYLE

PHOBIAS
,
PERSONALITY TRAITS

INTERESTS
,
SPOKEN STYLE / CATCH PHRASE

RESIDENCE

LOCATION
The Darklands
REGION

DEITY
Outsider
Race Type

Race Sub Type

Description:
Biography:

Character: Airenyth PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill, Dekker & Andrew Maitland (LegacyKing). Level:10 (CR:9)
Player: Created using PCGen v6.06.01 on 12/10/2017 at 07:35:29 PM Page 5

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