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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Core Races 1
light mace with a head in the shape of a clenched fist. While a
creature wields this rod, it grants all its allies within a 20-footradius
burst a +2 morale bonus on saving throws against fear
and emotion effects, or a +4 morale bonus on such saves if the
ally has the human subtype.
Also, once per day as an immediate action, the wielder
can activate the rod to allow himself or a single ally within
the rod’s aura to reroll a failed saving throw against a spell
or effect with the fear or emotion descriptor. The affected
creature must take the result of the reroll, even if it is worse.
CONSTRUCTION
Requirements Craft Rod, bless, calm emotion, the creator must
have the human subtype; Cost 19,305 gp
Human Spells
Humans have access to the following spells.
hostile, even those not of the animal type, though nonaquatic
animals are not.
OLD SALT’S CURSE
School necromancy [curse]; Level druid 5, witch 5
Casting Time 1 standard action
Components V, S, M (a flask of seawater)
Range touch
Target one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
You inflict a curse of the roiling sea upon the target, making it
permanently sickened. Anytime the target is on or in the water
more than a mile from shore, it also becomes staggered with
seasickness. This curse cannot be dispelled, though remove
curse or break enchantment can negate it.
BESTOW INSIGHT
School enchantment (compulsion); Level bard 2, cleric 3,
inquisitor 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Component V, S
Range touch
Target one creature touched
Duration 1 minute/level
When casting this spell, choose a single skill that you have at
least one rank in. The target gains a +2 insight bonus on skill
checks with this skill and is considered trained in that skill. The
insight bonus increases by 1 for every four levels of the caster
(maximum +6). Furthermore, once before the spell’s duration,
the target can choose to roll two checks and take the greater
result. Doing so ends the spell’s other effects.
BLACK MARK
School necromancy [curse, fear]; Level druid 7, witch 7
Casting Time 1 standard action
Components V, S, M (a flask of seawater)
Range touch
Target one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes
You mark the target with a black marking on its skin;
the mark’s exact appearance determined by you, but
can be no larger than your hand. The black mark
functions as a mark of justice, and when the mark
is activated, the target becomes shaken anytime
it is on or in the water more than a 5 feet from
shore. In addition, as long as the black mark is
active, the target is affected as if subject
to nature’s exile (Advanced Player’s
Guide 233), but all creatures with
the aquatic or water subtype or
with a swim speed are made
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012