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[Pathfinder] beastisrfrt

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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

79

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

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