Difference between revisions of "Spells"
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+ | [[image:magic02.jpg|center|150px]] |
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− | The Emblem of Ea makes use of a number of in house items and custom materials to help provide a certain flavor and theme to our world. The below lists those items and the house rules for them. |
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+ | The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out [[Magitech and Magic]]. It's found under the [[World]] menu. |
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− | =Equipment= |
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− | The following custom items may be purchases as adventuring gear. |
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+ | =Spells By Class= |
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+ | ==Artificer== |
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+ | {{ArtificerBlueprints}} |
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− | '''Clockwork Chess Set:''' |
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− | Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess hence the name, but any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’ but no more then eight such words. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold. |
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+ | ==Bard== |
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+ | {{BardSpellList}} |
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+ | ==Bloodrager== |
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+ | {{BloodragerSpellList}} |
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+ | ==Cleric== |
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− | '''Defensible Parasol''' |
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+ | {{ClericSpellList}} |
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− | Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft - it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa. |
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+ | ==Druid== |
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− | Size: Medium. |
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+ | {{DruidSpellList}} |
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− | Cost: 150gp. |
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+ | ==Inquisitor== |
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− | Weight: 3lbs. |
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+ | {{InquisitorSpellList}} |
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+ | ==Paladin== |
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− | '''Dwarven Breaching Engine''' |
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+ | {{PaladinSpellList}} |
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− | A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine). |
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+ | ==Ranger== |
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− | Size: Large |
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+ | {{RangerSpellList}} |
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− | Cost: 400gp |
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+ | ==Sorcerer and Wizard== |
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− | Damage: 3d8 |
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+ | {{SorcWizSpellList}} |
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− | Critical: 20/x3 |
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+ | ==Witch== |
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− | Range Increment: - |
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+ | {{WitchSpellList}} |
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− | Weight: 40lbs. |
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− | Type: Bludgeoning |
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+ | =House Spells= |
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+ | Below are descriptions for house spells, or spells which have been modified from their source. |
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− | ''Dwarven Pullygun'' |
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− | From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 Use Tech Device skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage. |
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+ | '''Breath of Life''' |
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− | |||
− | Size: Small |
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+ | : '''School:''' conjuration (healing) |
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− | Cost: 225 gp |
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+ | : '''Level:''' Cleric 5, Druid 5, Paladin 4 |
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+ | : '''Casting Time:''' 1 standard action |
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+ | : '''Components:''' V, S |
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+ | : '''Range:''' touch |
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+ | : '''Target:''' creature touched |
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+ | : '''Duration:''' instantaneous |
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+ | : '''Saving Throw:''' Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text |
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+ | : This spell cures 5d8 points of damage + 1 point per caster level (maximum +25). |
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− | Weight: 8 lbs |
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+ | : Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day. |
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+ | : Creatures slain by death effects cannot be saved by breath of life. |
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− | '''Gnomish Gyroparasol''' |
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− | The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling. |
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− | |||
+ | : Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life. |
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− | Size: Medium |
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− | Cost: 150 gp |
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+ | '''Explosive Plates''' |
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− | Weight: 2 lbs |
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+ | :'''School:''' transmutation [acid]; Level artificer 3 |
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+ | :'''Casting Time:''' 1 standard action |
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+ | :'''Components:''' V, S |
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+ | :'''Range:''' personal |
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+ | :'''Target:''' you |
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+ | :'''Duration:''' 1 minute/level (D) |
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+ | :'''Saving Throw:''' Fortitude partial (see text); Spell Resistance yes |
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+ | The plates of your titan armor shift and reconfigure themselves, concealing acid modules. These burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm. |
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− | '''Goblin Army Knife''' |
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− | It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has |
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− | twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds |
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− | but no skill check is required. |
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+ | '''Reincarnate''' |
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− | |||
− | Size: Small |
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− | Cost: 50 gp |
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− | Weight: 4 lbs |
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+ | : Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created. |
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+ | {{TableMain}} |
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− | '''Goblin Catapult''' |
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+ | {{T01}} |
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− | Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side; one simply need load a or small-sized grenade weapon (a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however - a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer instead! |
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+ | | colspan="3"| Reincarnate Table |
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+ | {{T02}} |
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+ | | colspan="2" | Roll |
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+ | | New Race |
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+ | |- |
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+ | | 1-7 |
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+ | | |
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+ | | ''Khazad'' |
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+ | |- |
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− | Size: Medium |
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+ | | |
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+ | | 1-50 |
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+ | | Khazad-Aul |
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+ | |- |
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− | Cost: 200gp |
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+ | | |
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+ | | 51-100 |
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+ | | Khazad-Mornir |
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+ | |- |
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− | Damage: as per missile |
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+ | | 6-14 |
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+ | | |
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+ | | Egalrin |
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+ | |- |
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− | Critical: - |
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+ | | 15-21 |
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+ | | |
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+ | | ''Sildanyar'' |
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+ | |- |
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− | Range Increment: 125 ft. |
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+ | | |
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+ | | 1-34 |
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+ | | Llyranesi |
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+ | |- |
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− | Weight: 20lbs. |
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+ | | |
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+ | | 35-67 |
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+ | | Mul'niessa |
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+ | |- |
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− | Type: as per missile |
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+ | | |
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+ | | 68-100 |
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+ | | Sylvanori |
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+ | |- |
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+ | | 22-28 |
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+ | | |
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+ | | Gnome |
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+ | |- |
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− | '''Spider Silk Rope''' |
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+ | | 29-35 |
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− | This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks. |
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+ | | |
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+ | | Gobber |
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+ | |- |
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− | |||
+ | | 36-42 |
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− | Size: - |
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+ | | |
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+ | | Half-elf |
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+ | |- |
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− | Cost: 25gp/50 ft |
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+ | | 43-49 |
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+ | | |
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+ | | Arvek Nar |
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+ | |- |
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− | Weight: 3 lbs |
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+ | | 50-56 |
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+ | | |
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+ | | Sith'makar |
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+ | |- |
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+ | | 57-63 |
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+ | | |
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+ | | Giantborn |
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+ | |- |
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− | '''Splundar's Patented Portentious Pyrotechnics (signal rockets)''' |
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+ | | 64-70 |
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− | Another interesting gnomish invention, Splunder's Patented Portentious Pyrotechnics combine dwarven gunpowder with exquisite elven dyes to produce a brilliant means of making signals at night. Each of the Pyrotechnics comes in the form of a small rocket, about the size of a torch; one need only place the rocket on the ground under open sky, light its fuse, and stand back; the rocket will launch, and explode (three rounds later, once its propellant has cooked) into a brilliant burst of colored light visible for up to ten miles. It is possible to use the Pyrotechnics as an impromptu dazzling device; one needs to hold the rocket by its launch peg and light it, pointing it toward a target - the resulting fire and smoke deals 1d4 fire damage to the wielder. On a direct hit from a ranged attack the rocket strikes the target, and explodes in a brilliant shower of colored light; this deals 1d6 fire damage to the target and fills a 30' area with a light - all within the area of effect must make a Will save (DC 18) or be blinded for 1d6 rounds. Splundar's Patented Portentious Pyrotechnics come in a variety of colors. |
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+ | | |
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+ | | Half-orc |
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+ | |- |
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+ | | 71-77 |
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+ | | |
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+ | | Halflings |
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+ | |- |
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− | Size: Small |
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+ | | 78-82 |
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+ | | |
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+ | | Oruch |
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+ | |- |
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− | Cost: 100gp |
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+ | | 83-100 |
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+ | | |
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+ | | Human |
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+ | |} |
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− | Damage: 1d6 (1d4 to wielder if used as a weapon) |
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− | Critical: - |
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+ | '''Merciful Blade''' |
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− | Range Increment: 100ft. |
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+ | : '''School:''' Transmutation |
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+ | : '''Level:''' Pal 1 |
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+ | : '''Components:''' V, DF, S |
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+ | : '''Casting Time:''' 1 swift action |
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+ | : '''Range:''' Personal |
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+ | : '''Target:''' You |
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+ | : '''Duration:''' 1 round/level (D) |
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+ | : Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin. |
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− | Weight: 2lbs. |
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+ | : For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component. |
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− | Type: Fire |
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− | ''' |
+ | '''Spell-Storing Item''' |
− | A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks - this bonus also applies to Heal checks geared toward determining cause of death in a subject as well. |
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+ | :'''School:''' Transmutation |
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+ | : '''Level:''' Artificer 1 |
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+ | :'''Casting Time:''' 1 minute |
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+ | :'''Components:''' S |
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+ | :'''Range:''' touch |
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+ | :'''Target:''' Item touched |
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+ | :'''Duration:''' 1 hour/level or until discharged |
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+ | :'''Saving Throw:''' None (object) |
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+ | :'''Spell Resistance:''' No (object) |
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+ | :The artificer is able to store the energy matrix of a single, targeted contraption of up to 3rd level in a weapon (including a titan fist). |
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− | Size: Small |
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+ | :The artificer must have prepared the contraption he or she wishes to store in the item, and the contraption must have a casting time of 1 standard action. The act of transferring the energy matrix to the weapon renders the original contraption useless. |
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− | Cost: 300gp |
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+ | :Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. |
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− | =Weapons= |
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− | The Emblem of Ea has a number of custom weapons and exotic items that are part of our game world. Some of these are simple variations on a common theme such as the Dran Flail and others are variations of firearms, which are a form of exotic weaponry available in our world. The following information breaks down these weapons which can also be seen in our character generation areas. Please note that this listing /only/ includes house variations on weapons or weapons with particularly complex rules. Most available weapon damages can be seen on our character generation objects. Also note that while armor has no notable differences, weapons for small and medium sized characters are different. |
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+ | '''Titan Fist''' |
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− | '''Bayonet:''' Bayonets are long slender blades that are attached to the ends of two-handed firearms (Blunderbusses, Muskets, Long Rifles) and two-handed crossbows (Light and Heavy Crossbows, normal or repeating varieties). Attaching a bayonet is a standard action that provokes attacks of opportunity. Switching between the ranged weapon and the attached bayonet is a free action, allowing the user to mix ranged and melee attacks in the same round without penalty. |
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− | Main Gauche: The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. A Main Gauche wielded in the off-hand grants a +1 dodge bonus to AC. This dodge bonus increases to +2 if fighting Defensively or using the Total Defense action. |
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+ | :'''School:''' Conjuration |
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− | |||
+ | : '''Level:''' Artificer 1 |
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− | '''Flail, Dran:''' An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon. |
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+ | :'''Casting Time:''' 1 standard action |
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+ | :'''Components:''' S, See Text |
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+ | :'''Range:''' touch |
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+ | :'''Target:''' Artificer's Titan Armor |
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+ | :'''Duration:''' instantaneous |
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+ | :'''Saving Throw:''' Fortitude (object); Spell Resistance yes (object) |
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+ | :You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects. |
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+ | :This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell. |
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− | '''Great-Maul, Dran:''' This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. An exotic weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs. |
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+ | [[Category:Admin|Spells]] |
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+ | [[Category:Character Options|Spells]] |
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+ | [[Category:Magic|Spells]] |
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+ | =Bonus Spells per Level= |
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− | '''Claws of Attack, Orcish:''' This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic. |
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+ | {{BonusSpellsPerLevel}} |
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+ | =Scribing and Purchasing Spells= |
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+ | All casting classes may purchase scrolls, although artificers are unable to make use of them outside of adding them to blueprints known. All wizards, artificers, and witches may use scrolls to expand their spellbooks. Prices given below are market; '''[[:Category:CrafterScrolls|other players may charge less]]''', and costs may also be reduced via '''[[RPPs]]'''. |
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+ | We use the guidelines published by PFS for scrolls. That is, we assume that scrolls (and other consumables) are made first by clerics, druids, or wizards unless they are not on those classes' lists. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost. |
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− | '''Circleknife:''' Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Dodge bonus to AC if wielded in pairs by a proficient user. Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon. |
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+ | For the sake of simplicity, there is no difference between an arcane and divine scroll or wand (we just care if it's on their spell list). Thus a bard and cleric may both use the same scroll of cure moderate wounds. |
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− | '''Swordwhip, Charn:''' The swordwhip is a flexible weapon that is as beautiful as it is vicious when wielded proficiently. Originally only nobles and officers of the Stygian Empire carried them, but their usage has gradually expanded. Swordwhips are made with segmented blades bound by an elastic woven cord that runs through the center of the blade. If swung in a wide enough arc the cord stretches, causing the weapon to lengthen much like a whip. At the beginning of the wielder's turn she can choose to use it as a Piercing weapon, or as a Slashing weapon that has Reach, a +2 bonus to Disarm attempts and can make Trip attacks. This choice cannot be changed until the wielder's next turn. This is an exotic weapon. |
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+ | {{ScrollCosts}} |
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− | '''Hookblade, Veyshanti:''' An ancient weapon devised by the Veyshanti, the Hookblade is similar in construction to a scimitar but is curved inwards rather than back. This hook-like design allows it to negate the shield AC of the defender's Buckler, Light Shield or Heavy Shield (The shield AC of Tower Shield's are not affected). Additionally the Hookblade has a +2 bonus to Disarm attempts. |
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+ | {{ScribingCosts}} |
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+ | =Incremental Antimagic= |
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− | '''Mancatcher:''' A mancatcher is a polearm designed to ensnare a foe when it strikes, using a hooked end with wickedly barbed claws. A wielder that hits an opponent of Small, Medium, or Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of piercing damage each round the hold is maintained. A mancatcher has reach: it can strike opponents up to ten feet away but cannot be used against an adjacent opponent. |
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+ | [[image:incremental_antimagic.jpg|100px|left]]Want more options than standard antimagic offers? Would you like to make higher level spells more challenging, while leaving the lower level ones alone? Offer elements of antimagic as a trap? Interjection Games was kind enough to step in, and craft ''Incremental Antimagic''! Indirectly crafted for Tenebrae, we have permission to use this awesome product in our MUX. [http://www.rpgnow.com/product_reviews_info.php?products_id=114751&reviews_id=125360 Click to download Incremental Antimagic from RPGNow]. |
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+ | ''Incremental Antimagic'' includes options for: |
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+ | * 4 kinds of incremental antimagic |
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− | '''Skipball, Halfling:''' Skipballs are small metal balls wrapped in specially-treated cord and a rubber-like resin. Virtually indistinguishable from a child's toy, a skipball strikes with much greater force due to the metal weight inside. A user does not need an Exotic Weapon Proficiency to hurl a Skipball without penalty, but having the required proficiency allows the user to ricochet it off of obstacles and opponents. On a successful hit the attacker (If proficient) can roll again using the same attack bonus but with an additional -4 penalty in order to hit another opponent that is no more than 20 ft from the original target. Defenders do not gain the benefits of Cover (+4 bonus to AC) against attacks made by a proficient Skipball user. A halfling treats a Skippball as a martial weapon. |
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+ | * ''Chaotic:'' On a failed check, spells change form. |
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+ | * ''Delaying:'' On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself. |
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+ | * ''Eliminating:'' On a failed check, the spell fizzles. It sucks to be you. |
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+ | * ''Hindering:'' On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast. |
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+ | * Rules for adding incremental antimagic into your game. |
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+ | * The nullstone golem, a CR5 antimagic bruiser. |
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+ | =Summoning= |
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+ | '''What are the [[House Rules]]?''' |
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+ | :Q: Is there a limit to how many summons I can have? |
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− | '''Bola:''' This thrown weapon is a length of cord with stone or metal weights on the end, mostly used for catching animals. Bolas will entangle an opponent on a successful hit, in addition to causing damage. An entangled creature suffers -2 on attack rolls and a -4 penalty on effective Dexterity. The entangled creature can only move at half speed and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a Concentration check (DC 15). The entangled creature can escape with an Escape Artist check (DC 15) that is a full round action. The bolas has 4 hit points and can be burst with a Strength check (DC 23, also a full round action). A bola is only useful against Small, Medium, or Large size creatures. A bola is an exotic weapon requiring Exotic Weapon Proficiency (bola). |
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+ | :A: The answer is the rule of fun. Be mindful of other players, turn times, and the ability of everyone to share the spotlight. If you're cutting into others' fun, it is time to summon fewer creatures. |
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− | ===Firearms=== |
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− | Firearms are projectile weapons that use an explosive mixture (Gunpowder) to propel a metal bullet from a tube. This sort of weapon is not common throughout Aeryth, though one sees it from time to time in some |
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− | border lands. One ounce of gunpowder (see below) per shot is required to fire a firearm. A Medium sized character can fire a Musket one handed, but doing so imposes a -4 penalty to hit. |
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− | |||
+ | :Q: Can I add additional monsters to the monster summoning tables? |
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− | Both pistols and muskets hold a single shot and require a standard action to reload. Firearms are exotic weapons requiring Exotic Weapon Proficiency (firearms). Descriptions of the Pistol and Musket can be found in the DMG. Bullets cost 3 gp for a bag of 10, and weigh 10 lb. per bag. Gunpowder is sold by the keg (250 gp for 15 pounds) or the horn (35 gp for 2 pounds). Gunpowder is useless if it gets wet. |
||
+ | :A: We follow the guidance of Paizo's developers in this regard. From James Jacobs: |
||
+ | ::Nope. No chance. We didn't have room, or the time to go through and pick out balanced additions to the spell, nor do we want to set up the expectation that something like that will be in every Bestiary, plus some other boring reasons. |
||
+ | ::We really just don't want to bloat the summon monster tables with too many choices, honestly. It's already kinda hard to choose a monster; making there be TOO many choices spread across TOO many books just leads to option paralysis in game and that's not good. |
||
+ | ::In the end, we decided that these spells more or less needed to be self-contained. That mean that they had lists that referenced the main Bestiary and didn't go beyond that. This is mostly a balance issue (too many monsters on the list allow for too much specialization per encounter), but also a game-play issue (too many monsters on the list causes option paralysis and makes the simple choice of choosing a summoned monster a tough one) and a public relations issue (we try not to build parts of the game to be too dependent on non-core products). |
||
− | '''Longrifle:''' The king of small arms, a long rifle is nearly as long as a dwarf is tall. Thanks to the innovative barrel design, a shooter can use the rifle to knock an apple of an orc's head from nearly half a mile away. The Long Rifle holds a single shot and requires a standard action to reload. |
||
+ | '''Final Words''' |
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− | '''Blunderbuss:''' This basic firearm does 2d6 points of damage to a target in the first range increment and 1d6 points of damage to anyone in a 5 foot wide path beyond that distance out to maximum range. It holds a single shot and requires a standard action to reload. |
||
+ | '''Please have all creatures' stats prepared ahead of time'''. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help. |
||
− | '''Flamegun:''' This pistol sized weapon shoots a thin stream of alchemists fire that ignites as soon as it hits air. It requires only a touch attack to hit a target. It deals no splash damage but any target struck must make a Reflex save DC 15 or catch fire, suffering an additional 1d6 fire damage each round until he can extinguish the flames. A flame gun is supplied by a five shot fuel pack. As long as fuel remains you can shoot the Flamegun according to your normal number of attacks without reloading. Replacing a spent fuel pack with a fresh one requires a standard action. Flamegun requires Exotic Weapon Prof/Firearms. |
||
+ | {{Summon-Start|Dog, Celestial}} |
||
− | '''Flintlock Pistol:''' An evolution of the standard pistol. |
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+ | {{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8 |
||
+ | {{SummonBasics-End}} |
||
+ | {{SummonCol-Start}} |
||
+ | {{SummonSection|Defenses}} |
||
+ | {{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) |
||
+ | {{SummonEntry|HP}} 6 (1d8+2) |
||
+ | {{SummonEntry|Saves}} +4, Ref +3, Will +1 |
||
+ | {{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5 |
||
+ | {{SummonSection|Offense}} |
||
+ | {{SummonEntry|Speed}} 40 |
||
+ | {{SummonEntry|Melee}} bite +2 (1d4+1) |
||
+ | {{SummonEntry|Special Attacks}} Smite Evil |
||
+ | {{SummonCol-End}} |
||
+ | {{SummonCol-Start}} |
||
+ | {{SummonSection|Statistics}} |
||
+ | {{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 |
||
+ | {{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip) |
||
+ | {{SummonEntry|Feats}} Skill Focus (Perception) |
||
+ | {{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking) |
||
+ | {{SummonSection|Special Abilities}} |
||
+ | {{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent |
||
+ | {{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests. |
||
+ | {{SummonCol-End}} |
||
+ | {{Summon-End}} |
||
− | '''Bombs and Smoke Bombs are per the DMG.''' |
||
+ | <pre> |
||
− | =Spells= |
||
+ | {{Summon-Start|Dog, Celestial}} |
||
− | Custom spells will go here. |
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+ | {{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8 |
||
+ | {{SummonBasics-End}} |
||
+ | {{SummonCol-Start}} |
||
+ | {{SummonSection|Defenses}} |
||
+ | {{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) |
||
+ | {{SummonEntry|HP}} 6 (1d8+2) |
||
+ | {{SummonEntry|Saves}} +4, Ref +3, Will +1 |
||
+ | {{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5 |
||
+ | {{SummonSection|Offense}} |
||
+ | {{SummonEntry|Speed}} 40 |
||
+ | {{SummonEntry|Melee}} bite +2 (1d4+1) |
||
+ | {{SummonEntry|Special Attacks}} Smite Evil |
||
+ | {{SummonCol-End}} |
||
+ | {{SummonCol-Start}} |
||
+ | {{SummonSection|Statistics}} |
||
+ | {{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 |
||
+ | {{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip) |
||
+ | {{SummonEntry|Feats}} Skill Focus (Perception) |
||
+ | {{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking) |
||
+ | {{SummonSection|Special Abilities}} |
||
+ | {{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent |
||
+ | {{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests. |
||
+ | {{SummonCol-End}} |
||
+ | {{Summon-End}} |
||
+ | </pre> |
||
+ | |||
+ | [[Category:Admin|Spells]] |
||
+ | [[Category:Character Options|Spells]] |
||
+ | [[Category:Magic|Spells]] |
Latest revision as of 00:18, 27 January 2018
The Emblem of Ea makes use of a number of in-house spells and domains to help provide a certain flavor and theme to our world. The below lists those spells and the house rules for them. To see how magic works in Tenebrae, check out Magitech and Magic. It's found under the World menu.
Spells By Class
Artificer
Artificers gain access to a variety of blueprints, allowing them to make contraptions of the following spells. Unless marked with a **, the spell may be found in the Pathfinder PRD Spell Index or in our House Rules. Spells marked with a ** are in the Eberron Campaign Setting.
Bard
Bloodrager
Cleric
Druid
Inquisitor
0-Level Inquisitor Spells |
acid splash, bleed, Brand, create water, daze, detect magic, detect poison, disrupt undead, guidance, light, read magic, resistance, Sift, stabilize, virtue |
1st-Level Inquisitor Spells |
alarm, bane, bless, bless water, burst bonds*, cause fear, command, comprehend languages, cure light wounds, curse water, detect chaos/evil/good/law, detect undead, disguise self, divine favor, doom, expeditious retreat, hide from undead, inflict light wounds, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, tireless pursuit*, true strike, wrath*, peacebond, Ear-Piercing Scream, Forbid Action, Forced Quiet, Hex Ward, Horn of Pursuit, Know the Enemy, Lend Judgment, Persuasive Goad, Sanctify Corpse, Vocal Alteration, Wartrain Mount, Returning Weapon, Touch of Combustion, Unerring Weapon, Winter Feathers |
2nd-Level Inquisitor Spells |
aid, align weapon, bloodhound*, calm emotions, castigate*, confess*, consecrate, corruption resistance*, cure moderate wounds, darkness, death knell, delay poison, desecrate, detect thoughts, enthrall, find traps, flames of the faithful*, follow aura*, ghostbane dirge*, hold person, honeyed tongue*, inflict moderate wounds, invisibility, knock, perceive cues*, remove paralysis, resist energy, restoration (lesser), see invisibility, sacred bond*, shield other, silence, spiritual weapon, tongues, undetectable alignment, weapon of awe*, whispering wind, zone of truth, Acute Senses, Delay Pain, Disguise Other, Distressing Tone, Ghostly Disguise, Surmount Affliction, Brow Gasher |
3rd-Level Inquisitor Spells |
arcane sight, banish seeming*, cast out*, continual flame, coordinated effort*, cure serious wounds, daylight, deeper darkness, dimensional anchor, dispel magic, fester*, glyph of warding, halt undead, heroism, hidden speech*, hunter's eye*, inflict serious wounds, invisibility purge, keen edge, locate object, magic circle vs. chaos/evil/good/law, magic vestment, greater magic weapon, nondetection, obscure object, prayer, protection from energy, remove curse, remove disease, retribution*, righteous vigor*, seek thoughts*, searing light, speak with dead, ward the faithful*, Deadly Juggernaut, Blood Biography, Blessing of the Mole, Countless Eyes, Terrible Remorse, Witness, Blood Scent, Burst of Speed, Chains of Perdition |
4th-Level Inquisitor Spells |
brand (greater)*, chaos hammer, coward's lament*, cure critical wounds, death ward, defile armor*, denounce*, detect scrying, discern lies, dismissal, divination, divine power, fear, freedom of movement, forced repentance*, geas (lesser), hold monster, holy smite, inflict critical wounds, invisibility (greater), neutralize poison, order's wrath, rebuke*, restoration, sanctify armor*, sending, shared wrath*, sleepwalk*, spell immunity, stoneskin, tireless pursuers*, unholy blight, Leashed Shackles, Ardor's Onslaught |
5th-Level Inquisitor Spells |
atonement, banishment, break enchantment, castigate (mass)*, command (greater), commune, cure light wounds (mass), dispel chaos/evil/good/law, disrupting weapon, flame strike, geas/quest, ghostbane dirge (mass)*, hallow, inflict light wounds (mass), mark of justice, resounding blow*, righteous might, spell resistance, telepathic bond, true seeing, unhallow, unwilling shield*, Divine Pursuit, Greater Forbid Action, Lend Greater Judgment, Curse of Magic Negation, Chains of Light, Dispel Balance |
6th-Level Inquisitor Spells |
blade barrier, blasphemy, circle of death, cleanse*, cure moderate wounds (mass), dictum, dispel magic (greater), fester (mass)*, find the path, forbiddance, glyph of warding (greater), harm, heal, heroes' feast, holy word, inflict moderate wounds (mass), legend lore, repulsion, undeath to death, word of chaos, Overwhelming Presence |
Paladin
Ranger
Sorcerer and Wizard
Witch
House Spells
Below are descriptions for house spells, or spells which have been modified from their source.
Breath of Life
- School: conjuration (healing)
- Level: Cleric 5, Druid 5, Paladin 4
- Casting Time: 1 standard action
- Components: V, S
- Range: touch
- Target: creature touched
- Duration: instantaneous
- Saving Throw: Will negates (harmless) or Will half, see text; Spell Resistance yes (harmless) or yes, see text
- This spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
- Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
- Creatures slain by death effects cannot be saved by breath of life.
- Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
Explosive Plates
- School: transmutation [acid]; Level artificer 3
- Casting Time: 1 standard action
- Components: V, S
- Range: personal
- Target: you
- Duration: 1 minute/level (D)
- Saving Throw: Fortitude partial (see text); Spell Resistance yes
The plates of your titan armor shift and reconfigure themselves, concealing acid modules. These burst open if you are struck. Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of acid damage and must save or be sickened for 1 round. If the attack against you is a critical hit, the attacker must save or be nauseated instead of sickened. This damage can harm a swarm.
Reincarnate
- Reincarnate remains the same on Tenebrae, save it's been refocused on theme-related races. War golems are not included, as they are not considered part of the "natural" order, but are created.
Reincarnate Table | ||
Roll | New Race | |
1-7 | Khazad | |
1-50 | Khazad-Aul | |
51-100 | Khazad-Mornir | |
6-14 | Egalrin | |
15-21 | Sildanyar | |
1-34 | Llyranesi | |
35-67 | Mul'niessa | |
68-100 | Sylvanori | |
22-28 | Gnome | |
29-35 | Gobber | |
36-42 | Half-elf | |
43-49 | Arvek Nar | |
50-56 | Sith'makar | |
57-63 | Giantborn | |
64-70 | Half-orc | |
71-77 | Halflings | |
78-82 | Oruch | |
83-100 | Human |
Merciful Blade
- School: Transmutation
- Level: Pal 1
- Components: V, DF, S
- Casting Time: 1 swift action
- Range: Personal
- Target: You
- Duration: 1 round/level (D)
- Sometimes, mercy is called for in the martial field. With this prayer, the paladin asks his or her deity to dull the edge of her blades so any weapon she actively wields inflicts subdual damage instead of lethal damage. This does not alter the weapon's damage type, or otherwise change the weapon in any way. Despite the name of the prayer, any manufactured or natural weapon wielded by the paladin may be affected. If the weapon is dropped or otherwise discarded, the spell ends for that weapon until it is wielded again by the paladin.
- For the purposes of this last-minute spell, the wielding of the weapon is considered its Somatic component.
Spell-Storing Item
- School: Transmutation
- Level: Artificer 1
- Casting Time: 1 minute
- Components: S
- Range: touch
- Target: Item touched
- Duration: 1 hour/level or until discharged
- Saving Throw: None (object)
- Spell Resistance: No (object)
- The artificer is able to store the energy matrix of a single, targeted contraption of up to 3rd level in a weapon (including a titan fist).
- The artificer must have prepared the contraption he or she wishes to store in the item, and the contraption must have a casting time of 1 standard action. The act of transferring the energy matrix to the weapon renders the original contraption useless.
- Anytime the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires.
Titan Fist
- School: Conjuration
- Level: Artificer 1
- Casting Time: 1 standard action
- Components: S, See Text
- Range: touch
- Target: Artificer's Titan Armor
- Duration: instantaneous
- Saving Throw: Fortitude (object); Spell Resistance yes (object)
- You imbue your Titan Fist and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from your Titan Fist as though struck by that weapon, including all strength bonuses and other effects.
- This does not actually rob you of part of your armor--the artifice will self-heal before your next turn. This spell also requires the artificer to be wearing her titan armor when casting the spell.
Bonus Spells per Level
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the individual class description details.
Bonus Spells per Level | |||||||||||
Caster Ability Score | Modifier | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1 | –5 | Can't cast spells tied to this ability | |||||||||
2–3 | –4 | Can't cast spells tied to this ability | |||||||||
4–5 | –3 | Can't cast spells tied to this ability | |||||||||
6–7 | –2 | Can't cast spells tied to this ability | |||||||||
8–9 | –1 | Can't cast spells tied to this ability | |||||||||
10–11 | 0 | — | — | — | — | — | — | — | — | — | — |
12–13 | 1 | — | 1 | — | — | — | — | — | — | — | — |
14–15 | 2 | — | 1 | 1 | — | — | — | — | — | — | — |
16–17 | 3 | — | 1 | 1 | 1 | — | — | — | — | — | — |
18–19 | 4 | — | 1 | 1 | 1 | 1 | — | — | — | — | — |
20–21 | 5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | — |
22–23 | 6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
24–25 | 7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
26–27 | 8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — |
28–29 | 9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30–31 | 10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32–33 | 11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34–35 | 12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36–37 | 13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38–39 | 14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40–41 | 15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42–43 | 16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44–45 | 17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Scribing and Purchasing Spells
All casting classes may purchase scrolls, although artificers are unable to make use of them outside of adding them to blueprints known. All wizards, artificers, and witches may use scrolls to expand their spellbooks. Prices given below are market; other players may charge less, and costs may also be reduced via RPPs.
We use the guidelines published by PFS for scrolls. That is, we assume that scrolls (and other consumables) are made first by clerics, druids, or wizards unless they are not on those classes' lists. For example, a scroll of lesser restoration must be purchased as a 2nd-level scroll off the cleric spell list and may not be purchased as a 1st-level scroll off the paladin spell list. If a spell appears at different levels on two different lists, use the lower level spell to determine cost.
For the sake of simplicity, there is no difference between an arcane and divine scroll or wand (we just care if it's on their spell list). Thus a bard and cleric may both use the same scroll of cure moderate wounds.
Scroll Costs | |||||
Spell Level | Cleric, Druid, Wizard, Artificer | Sorcerer | Bard, Inquisitor | Paladin, Ranger | |
0 | 12.5 gp | 12.5 gp | 12.5 gp | — | |
1st | 25 gp | 25 gp | 25 gp | 25 gp | |
2nd | 150 gp | 200 gp | 200 gp | 200 gp | |
3rd | 375 gp | 450 gp | 525 gp | 525 gp | |
4th | 700 gp | 800 gp | 1,000 gp | 1,000 gp | |
5th | 1,125 gp | 1,250 gp | 1,625 gp | — | |
6th | 1,650 gp | 1,800 gp | 2,400 gp | — | |
7th | 2,275 gp | 2,450 gp | — | — | |
8th | 3,000 gp | 3,200 gp | — | — | |
9th | 3,825 gp | 4,050 gp | — | — |
Scribing to a Spellbook | |
Spell Level | Writing Cost |
0 | 5 gp |
1 | 10 gp |
2 | 40 gp |
3 | 90 gp |
4 | 160 gp |
5 | 250 gp |
6 | 360 gp |
7 | 490 gp |
8 | 640 gp |
9 | 810 gp |
Incremental Antimagic
Want more options than standard antimagic offers? Would you like to make higher level spells more challenging, while leaving the lower level ones alone? Offer elements of antimagic as a trap? Interjection Games was kind enough to step in, and craft Incremental Antimagic! Indirectly crafted for Tenebrae, we have permission to use this awesome product in our MUX. Click to download Incremental Antimagic from RPGNow.
Incremental Antimagic includes options for:
- 4 kinds of incremental antimagic
- Chaotic: On a failed check, spells change form.
- Delaying: On a failed check, the caster must either try to cast the same spell using the same spell slot next turn or allow the spell to blast himself.
- Eliminating: On a failed check, the spell fizzles. It sucks to be you.
- Hindering: On a failed check, the caster must either let the spell fizzle or expend an additional spell slot to cast.
- Rules for adding incremental antimagic into your game.
- The nullstone golem, a CR5 antimagic bruiser.
Summoning
What are the House Rules?
- Q: Is there a limit to how many summons I can have?
- A: The answer is the rule of fun. Be mindful of other players, turn times, and the ability of everyone to share the spotlight. If you're cutting into others' fun, it is time to summon fewer creatures.
- Q: Can I add additional monsters to the monster summoning tables?
- A: We follow the guidance of Paizo's developers in this regard. From James Jacobs:
- Nope. No chance. We didn't have room, or the time to go through and pick out balanced additions to the spell, nor do we want to set up the expectation that something like that will be in every Bestiary, plus some other boring reasons.
- We really just don't want to bloat the summon monster tables with too many choices, honestly. It's already kinda hard to choose a monster; making there be TOO many choices spread across TOO many books just leads to option paralysis in game and that's not good.
- In the end, we decided that these spells more or less needed to be self-contained. That mean that they had lists that referenced the main Bestiary and didn't go beyond that. This is mostly a balance issue (too many monsters on the list allow for too much specialization per encounter), but also a game-play issue (too many monsters on the list causes option paralysis and makes the simple choice of choosing a summoned monster a tough one) and a public relations issue (we try not to build parts of the game to be too dependent on non-core products).
Final Words
Please have all creatures' stats prepared ahead of time. Use a site like this one: http://gregfarrell.org/pfs/ or, add your summons to your charpage! We've made a handy template over this way. If you don't have the time and inclination to do this sort of note-keeping, we ask that you keep summoning to a minimum. This is just due to the time it takes during combat; you really have to keep on top of it. That said, ask around. We have a great community, and there is always someone willing to help.
Dog, Celestial | |||||||||||||||||||||||||||||||||||
Type M Celestial Init 1 Senses darkvision 60 ft., low-light vision, scent; Perception +8 | |||||||||||||||||||||||||||||||||||
|
|
{{Summon-Start|Dog, Celestial}} {{SummonBasics-Start}}'''Type''' M Celestial '''Init''' 1 '''Senses''' darkvision 60 ft., low-light vision, scent; Perception +8 {{SummonBasics-End}} {{SummonCol-Start}} {{SummonSection|Defenses}} {{SummonEntry|AC}} 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) {{SummonEntry|HP}} 6 (1d8+2) {{SummonEntry|Saves}} +4, Ref +3, Will +1 {{SummonEntry|Other}} SR 5, cold 5, acid 5, electricity 5 {{SummonSection|Offense}} {{SummonEntry|Speed}} 40 {{SummonEntry|Melee}} bite +2 (1d4+1) {{SummonEntry|Special Attacks}} Smite Evil {{SummonCol-End}} {{SummonCol-Start}} {{SummonSection|Statistics}} {{SummonEntry|Stats}} Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6 {{SummonEntry|Base Atk & CMD}} Base Atk +0; CMB +0; CMD 11 (15 vs. trip) {{SummonEntry|Feats}} Skill Focus (Perception) {{SummonEntry|Skills}} Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking) {{SummonSection|Special Abilities}} {{SummonEntry|Ability}} +4 Acrobatics when jumping, +4 Survival when tracking by scent {{SummonEntry|Ability}} Smite evil 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests. {{SummonCol-End}} {{Summon-End}}