[Pathfinder] beastisrfrt

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650990222399822239986509906509902223998paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Core Races 1Casting Time 10 minutesComponents V, S, F (dire wolf tooth)Range 0 ft.Target one quasi-real wolflike creatureDuration 1 hour/level (D) or 1 round/level; see textSaving Throw none (see description); Spell Resistance noThis spell conjures a Large, quasi-real, wolflike creature madeof roiling black smoke. It functions as phantom steed, except asnoted above. In addition, the creature radiates an aura of fear.Any creature with fewer than 6 Hit Dice within 30 feet (exceptthe ghost wolf‘s rider) must make a Will save or becomeshaken for 1d4 rounds (this is a mind-affecting fear effect).A creature that makes its Will save is unaffected by thesteed’s fear aura for 24 hours.The ghost wolf may also be used in combat. Onceper round, the rider may direct the ghost wolf toattack in battle as a free action (bite +10, 1d8+6points of damage); unlike an animal mount, thisdoes not require a Ride check or any training. Oncethe ghost wolf attacks, it lasts for only 1 round perlevel thereafter.Target youDuration 1 minute/level (D), special (see below)Your teeth extend and sharpen, transforming your mouthinto a maw of razor-sharp fangs. You gain a bite attack thatdeals 1d4 points of damage plus your Strength modifier. If youconfirm a critical hit with this attack, it also deals 1 point ofbleed damage. If you already have a bite attack, your bite deals2 points of bleed damage on a critical hit. You are consideredproficient with this attack. If used as part of a full-attackaction, the bite is considered a secondary attack, is made atyour full base attack bonus –5, and adds half your Strengthmodifier to its damage.You can end this spell before its normal duration bymaking a bestial roar as a swift action. When you do, youcan make an Intimidate check to demoralize all foeswithin a 30-foot radius that can hear the roar.HALF-BLOOD EXTRACTIONSchool transmutation (polymorph); Level alchemist 5,cleric 5, druid 5, sorcerer/wizard 5, witch 5Casting Time 1 hourComponents V, S, M/DF (oils and poisons worth 3,000 gp)Range touchTarget willing half-orc touchedDuration instantaneousSaving Throw none; Spell Resistance noYou transform the target half-orc into a full-blooded orc. Thetarget loses all of its half-orc racial traits and gains the orcracial traits.LINEBREAKERSchool transmutation; Level alchemist 1, antipaladin 1,inquisitor 1, magus 1, paladin 1, ranger 1Casting Time 1 standard actionComponents V, SRange personalTarget youDuration 1 minute/levelYou gain a +20 foot bonus to your base speed when chargingand a +2 bonus on combat maneuver checks made to bull rushor overrun.SAVAGE MAWSchool transmutation; Level antipaladin 1, cleric 2, druid 2,inquisitor 2, magus 2, ranger 1Casting Time 1 standard actionComponents V, SRange personal59paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65099122239992223999paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126509916509912223999HalflingsOptimistic and cheerful by nature, blessed with uncannyluck, and driven by a powerful wanderlust, half lings makeup for their short stature with an abundance of bravado andcuriosity. At once excitable and easy-going, half lings like tokeep an even temper and a steady eye on opportunity, andare not as prone to violent or emotional outbursts as someof the more volatile races. Even in the jaws of catastrophe,half lings almost never lose their sense of humor. Theirability to find humor in the absurd, no matter how dire thesituation, often allows half lings to distance themselves everso slightly from the dangers that surround them. This senseof detachment can also help shield them from terrors thatmight immobilize their allies.Half lings are inveterate opportunists. They firmlybelieve they can turn any situation to their advantage,and sometimes gleefully leap into trouble without anysolid plan to extricate themselves if things go awry. Oftenunable to physically defend themselves from the rigorsof the world, they know when to bend with the windand when to hide away. Yet half lings’ curiosity oftenoverwhelms their good sense, leading to poor decisionsand narrow escapes. While harsh experience sometimesteaches half lings a measure of caution, it rarely makesthem completely lose faith in their luck or stop believingthat the universe, in some strange way, exists for theirentertainment and would never really allow them tocome to harm.Though their curiosity drives them to seek out newplaces and experiences, half lings possess a strong senseof hearth and home, often spending above their meansto enhance the comforts of domestic life. Without adoubt, half lings enjoy luxury and comfort, but theyhave equally strong reasons to make their homes ashowcase. Half lings consider this urge to devote time,money, and energy toward improving their dwellings asign of both respect for strangers and affection for theirloved ones. Whether for their own blood kin, cherishedfriends, or honored guests, half lings make their homesbeautiful in order to express their feelings toward thosethey welcome inside. Even traveling half lings typicallydecorate their wagons or carry a few cherished keepsakesto adorn their campsites.Physical Description: Half lings rise to a humble heightof 3 feet. They prefer to walk barefoot, leading the bottomsof their feet to become roughly calloused. Tufts of thick,curly hair warm the tops of their broad, tanned feet.Halfling Racial Traits+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed,but their small stature makes them weaker than other races.Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 sizebonus on Stealth checks.Slow Speed: Halflings have a base speed of 20 feet.Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. Thisbonus stacks with the bonus granted by halfling luck.Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.Keen Senses: Halflings receive a +2 racial bonus on Perception checks.Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.Weapon Familiarity: Halflings are proficient with slings and treat any weapon with theword “halfling” in its name as a martial weapon.Languages: Halflings begin play speaking Common and Halfling. Halflings withhigh Intelligence scores can choose from the following: Dwarven, Elven,Gnome, and Goblin.60paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Core Races 1

Casting Time 10 minutes

Components V, S, F (dire wolf tooth)

Range 0 ft.

Target one quasi-real wolflike creature

Duration 1 hour/level (D) or 1 round/level; see text

Saving Throw none (see description); Spell Resistance no

This spell conjures a Large, quasi-real, wolflike creature made

of roiling black smoke. It functions as phantom steed, except as

noted above. In addition, the creature radiates an aura of fear.

Any creature with fewer than 6 Hit Dice within 30 feet (except

the ghost wolf‘s rider) must make a Will save or become

shaken for 1d4 rounds (this is a mind-affecting fear effect).

A creature that makes its Will save is unaffected by the

steed’s fear aura for 24 hours.

The ghost wolf may also be used in combat. Once

per round, the rider may direct the ghost wolf to

attack in battle as a free action (bite +10, 1d8+6

points of damage); unlike an animal mount, this

does not require a Ride check or any training. Once

the ghost wolf attacks, it lasts for only 1 round per

level thereafter.

Target you

Duration 1 minute/level (D), special (see below)

Your teeth extend and sharpen, transforming your mouth

into a maw of razor-sharp fangs. You gain a bite attack that

deals 1d4 points of damage plus your Strength modifier. If you

confirm a critical hit with this attack, it also deals 1 point of

bleed damage. If you already have a bite attack, your bite deals

2 points of bleed damage on a critical hit. You are considered

proficient with this attack. If used as part of a full-attack

action, the bite is considered a secondary attack, is made at

your full base attack bonus –5, and adds half your Strength

modifier to its damage.

You can end this spell before its normal duration by

making a bestial roar as a swift action. When you do, you

can make an Intimidate check to demoralize all foes

within a 30-foot radius that can hear the roar.

HALF-BLOOD EXTRACTION

School transmutation (polymorph); Level alchemist 5,

cleric 5, druid 5, sorcerer/wizard 5, witch 5

Casting Time 1 hour

Components V, S, M/DF (oils and poisons worth 3,000 gp)

Range touch

Target willing half-orc touched

Duration instantaneous

Saving Throw none; Spell Resistance no

You transform the target half-orc into a full-blooded orc. The

target loses all of its half-orc racial traits and gains the orc

racial traits.

LINEBREAKER

School transmutation; Level alchemist 1, antipaladin 1,

inquisitor 1, magus 1, paladin 1, ranger 1

Casting Time 1 standard action

Components V, S

Range personal

Target you

Duration 1 minute/level

You gain a +20 foot bonus to your base speed when charging

and a +2 bonus on combat maneuver checks made to bull rush

or overrun.

SAVAGE MAW

School transmutation; Level antipaladin 1, cleric 2, druid 2,

inquisitor 2, magus 2, ranger 1

Casting Time 1 standard action

Components V, S

Range personal

59

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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