Rafa Galthena

Neutral Evil Female Aasimar
Paladin 2/Saint 2/Swordsage 1/Ur-priest 2/Ruby Knight Vindicator 3
Spellthief 5/All-thief of Life 5

Personal Statistics

Size Type (Subtype) Age Height Weight Eyes Hair Faith
Medium Outsider (Native) 16 5’ 8” 125 lbs. Golden Pale Blue
Abilities
Score Mod.
Str 12 +1
Dex 10 +0
Con 16 +3
Int 12 +1
Wis 28 +9
Cha 14 +2

HP: 81/81 AC: 29 (T: 20 FF: 29) Initiative: +10 Speed: 20 ft. Load: 29 lb./43 lbs.

Vision: Low-light Vision, Darkvision 60 ft., Lifesense 15 ft. DR: 5/evil Resistances: Fire 10 Immunities: Acid, Cold, Electricity, Petrification

Smite Evil: 1/day Lay on Hands: 12 HP/day

Sneak Attack: +3d6 Steal Spell: 5 spell levels of up to 2nd-level spells Steal Resistance: 10 Steal Spell Effect: Max CL 7th Steal Spell-like Ability: Up to 1st-level

Attack Bonuses
Total = Base + Ability + Misc
Melee +9 = +8 + +1 + +0
Ranged +8 = +8 + +0 + +0
Grapple +9 = +8 + +1 + +0
Saving Throws
Total = Base + Ability + Misc
Fortitude +19 = 5 + +3 + +11
Reflex +16 = 5 + +0 + +11
Will +29 = 7 + +9 + +13

Weapons
Name Attack Bonus Damage Critical Range Type Weight Cost
Unarmed Strike +19 1d6+2 202 Melee Bludgeoning
Special: +1 enhancement bonus, splitting property. May deal lethal or nonlethal damage at no penalty. Treated as both a manufactured and natural weapon for the purposes of feats and magical effects.
Rebuke Undead +2 2d6+4 60 ft. Burst Turning Damage
Special: 5/Day, rebukes undead with 1-6 HD based on check result.
Holy Touch 2d6+2 Holy
Special: Automatically damages evil creatures who strike you with a natural weapon.

Armor and Shields
Name Type AC Bonus Skill Penalty Max Dex ASF Speed Weight Cost
Full Plate Medium +9 −1 +2 −5% 20 ft. 25 lb. 4,383⅓ gp
Special: +1 enhancement. Self-crafted, mithral, gloryborn, hellforged. Gain +1 AC while charging (does not remove the usual penalty for charging). Gain +1 AC while adjacent to an ally. Affinity for fortification properties. Has restful crystal attached.

Aasimar Racial Features


Paladin Class Features


Spellthief Class Features


Saint Template Features


Swordsage Class Features

Unarmed variant

Ur-priest Class Features


All-thief of Life Class Features


Ruby Knight Vindicator Class Features

Skilled City-dweller alternate class features

Feats


Flaws


Traits


Skills
Skill Name Ability Total = Ab. Mod. + Ranks + Misc.
Acrobatics Wis +15 = +9 + 7 + −1
Appraise Int +1 = +1 + + +0
Athletics Str +0 = +1 + + −1
Autohypnosis Wis +19 = +9 + 10 + +0
Bluff Cha +9 = +2 + 5 + +2
Concentration Con +16 = +3 + 13 + +0
Craft (armorsmithing) Int +11 = +1 + 10 + +0
Decipher Script Int +1 = +1 + + +0
Diplomacy Cha +6 = +2 + + +4
Disable Device Int +1 = +1 + + +0
Disguise Cha +6 = +2 + + +4
Escape Artist Dex −1 = +0 + + −1
Forgery Int +1 = +1 + + +0
Gather Information Cha +4 = +2 + + +2
Handle Animal Cha +4 = +2 + + +2
Heal Wis +9 = +9 + + +0
Iaijutsu Focus Cha +4 = +2 + + +2
Intimidate Cha +16 = +2 + 10 + +4
Knowledge (Arcana) Int +6 = +1 + 5 + +0
Knowledge (Architecture & Engineering) Int +1 = +1 + + +0
Knowledge (Dungeoneering) Int +2 = +1 + 1 + +0
Knowledge (Geography) Int +1 = +1 + + +0
Knowledge (History) Int +1 = +1 + + +0
Knowledge (Local) Int +2 = +1 + 1 + +0
Knowledge (Martial) Int +2 = +1 + 1 + +0
Knowledge (Nature) Int +2 = +1 + 1 + +0
Knowledge (Nobility & Royalty) Int +1 = +1 + + +0
Knowledge (Psionics) Int +2 = +1 + 1 + +0
Knowledge (Religion) Int +14 = +1 + 13 + +0
Knowledge (The Planes) Int +9 = +1 + 8 + +0
Magicraft Int +14 = +1 + 13 + +0
Perception Wis +16 = +9 + + +7
Perform Cha +4 = +2 + + +2
Profession Wis +9 = +9 + + +0
Ride Dex +0 = +0 + + +0
Search Int +1 = +1 + + +0
Sense Motive Wis +9 = +9 + + +0
Sleight of Hand Dex −1 = +0 + + −1
Stealth Dex +0 = +0 + + +0
Survival Wis +9 = +9 + + +0
Truenaming Int +1 = +1 + + +0
Use Esoteric Device Cha +9 = +2 + 5 + +2
Use Rope Dex +0 = +0 + + +0
Celestial Language Auto
Common Language Auto
Infernal Language Auto
Total Skill Points 104/104

Swordsage Initiating

Known Readied Stances
7 4 2

Initiator Level: 7

1st-level Maneuvers

Counter Charge (Readied)

Setting Sun

  • Level: 1
  • Initiating Action: Immediate
  • Range: Melee
  • Target: One creature

With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check.

If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option).

If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you.

If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action.

Sapphire Nightmare Blade

Diamond Mind

  • Level: 1
  • Initiating Action: Standard
  • Range: Melee attack
  • Target: One creature

You attempt a Concentration check as part of this maneuver, using the target creature’s AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is fl at-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a −2 penalty and deals normal damage.

2nd-level Maneuvers

Cloak of Deception (Readied)

Shadow Hand

  • Level: 2
  • Initiating Action: Swift
  • Range: Personal
  • Target: You

When you initiate this maneuver, you turn invisible, as the greater invisibility spell. You remain invisible until the end of your current turn.

This maneuver is a supernatural ability.

Drain Vitality (Readied)

Shadow Hand

  • Level: 2
  • Initiating Action: Standard
  • Range: Melee attack
  • Target: One creature

As part of this maneuver, make a single melee attack. If this attack hits, you deal normal melee damage and the target must make a successful Fortitude save (DC 12 + your Wis modifier) or take 2 points of Constitution damage. A successful save negates the Constitution damage but not the normal melee damage.

Mountain Hammer (Readied)

Stone Dragon

  • Level: 2
  • Initiating Action: Standard
  • Range: Melee attack
  • Target: One creature or unattended object

As part of this maneuver, you make a single melee attack. This attack deals an extra 2d6 points of damage and automatically overcomes damage reduction and hardness.

Shadow Jaunt

Shadow Hand

  • Level: 2
  • Initiating Action: Standard
  • Range: 50 ft.
  • Target: You

As part of this maneuver, you disappear in a cloud of darkness and teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an occupied space, you do not move, and the maneuver is expended but has no effect.

3rd-level Maneuvers

Strength Draining Strike (Readied)

Shadow Hand

  • Level: 3
  • Initiating Action: Standard
  • Range: Melee attack
  • Target: One creature

As part of this maneuver, make a single melee attack against an opponent. In addition to dealing normal melee damage with the attack, you deal 4 points of Strength damage. A successful Fortitude save (DC 13 + your Wis modifier) save halves the Strength damage but not the normal melee damage you deal with the strike. This maneuver is a supernatural ability.

Stances

Island of Blades (Current)

Shadow Hand

  • Level: Shadow Hand 1
  • Initiating Action: Swift
  • Range: Personal
  • Target: You

Your turn your enemies’ strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent’s defenses.

If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures.

Thicket of Blades

Devoted Spirit

  • Level: Devoted Spirit 3
  • Initiating Action: Swift
  • Range: Personal
  • Target: You

While you are in this stance, any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by you.


Aasimar Spell-like Abilities

Caster Level: 10th


Saint Spell-like Abilities

0th 1st
DCs 14 15

Caster Level: 10th


Saint Supernatural Abilities

4th
DCs 18

Caster Level: 10th

4th-level Supernatural Abilities

Protective Aura

Abjuration [Good]

  • Level: Saint 4
  • Casting Time: 1 free action
  • Range: 20 ft.
  • Area: 20-ft.-radius spherical emanation, centered on you
  • Duration: Permanent (D, free action)
  • Saving Throw: Will negates (harmless)

As a double-strength magic circle against evil plus a lesser globe of invulnerability.

Per magic circle against evil, all creatures within the area gain the effects of a protection from evil spell. At double-strength, that means you and your allies in the area receive:

  1. A +4 deflection bonus to AC and a +4 resistance bonus on saves, each against the attacks of evil creatures only.
  2. Protection from mental control and/or possession. Any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person) is blocked. The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for as long as the creature is within the magic circle against evil. If the magic circle against evil effect ends or the creature leaves it before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Furthermore, magic circle against evil means that no nongood summoned creatures can enter the area. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.

As for the lesser globe of invulnerability, that manifests as an immobile, faintly shimmering magical sphere around you. It excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

Tongues

Divination

  • Level: Saint 4
  • Range: Personal
  • Target: You
  • Duration: Permanent

This supernatural ability grants you the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.


Ur-Priest Spellcasting

0th 1st 2nd 3rd 4th
Per Day 6 6 4 3 2
Cast 0 0 0 0 0
DCs 19 20 21 22 23

Caster Level: 9th

0th-level Spells

Amanuensis

Transmutation

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Target: Object or objects with writing
  • Duration: 10 minutes/level
  • Saving Throw: Will negates (object)
  • SR: Yes (object)

You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.

The spell triggers (but does not copy) writing-based magic traps in the material being copied.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. If more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell’s duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

Candlelight

Evocation [Light]

  • Level: Ur-priest 0
  • Components: V, M, DF
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Object touched
  • Duration: 1 hour/level
  • Saving Throw: None
  • SR: No

You cause an object to glow like a candle, shedding light in a 5-foot radius from the point you touch. The effect is immobile, but it can be cast on a movable object if desired. The light produced by this cantrip is not strong enough to counter or dispel any magical darkness.

Invented by the elves for use in nighttime ceremonies, candlelight has made its way into common usage. It is particularly useful to novices and apprentices who need to spend long hours in study.

Create Water

Conjuration (Creation) [Water]

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Effect: Up to 2 gallons of water/level
  • Duration: Instantaneous
  • Saving Throw: None
  • SR: No

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.

Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Cure Minor Wounds

Conjuration (Healing)

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: Will half (harmless); see text
  • SR: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Detect Magic (3 prepared)

Divination

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 1 min/level (D)
  • Saving Throw: None
  • SR: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of magical auras.
2nd Round
Number of different magical auras and the power of the most potent aura.
3rd Round
The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Aura Strength
Spell or Object Aura Power
FaintModerateStrongOverwhelming
Functioning Spell (Spell Level)3rd or lower4th-6th7th-9th10th+
Magic Item (Caster Level)5th or lower6th-11th12th-20th21st+

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Lingering Auras
Original StrengthDuration of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6×10 minutes
Overwhelming1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.

Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Poison

Divination

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Area: One 5 ft. cube, or
  • Target: One creature, or one object
  • Duration: Instantaneous
  • Saving Throw: None
  • SR: No

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.

The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Guidance

Divination

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 minute or until discharged
  • Saving Throw: Will negates (harmless)
  • SR: Yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Inflict Light Wounds

Necromancy

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: Will negates
  • SR: Yes

When laying your hand upon a creature, you channel negative energy that deals 1 point of damage. Since undead are powered by negative energy, this spell cures such a creature of 1 point of damage.

Light

Evocation [Light]

  • Level: Ur-priest 0
  • Components: V, M/DF
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Object touched
  • Duration: 10 min./level (D)
  • Saving Throw: None
  • SR: No

This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.

A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.

Arcane Material Component: A firefly or a piece of phosphorescent moss.

Mending

Transmutation

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 10 ft.
  • Target: One object of up to 1 lb.
  • Duration: Instantaneous
  • Saving Throw: Will negates (harmless, object)
  • SR: Yes (harmless, object)

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

No Light (2 prepared)

Transmutation

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Area: 20-ft.-radius spread
  • Duration: 1 minute/level
  • Saving Throw: None
  • SR: No

The caster creates an area of darkness. Normal light sources cannot illuminate the area, but darkvision allows a creature to see within the area. Light counters no light (and vice versa), leaving whatever light conditions normally prevail in the overlapping areas of the spells. Higher-level light spells counter and dispel no light.

Purify Food & Drink

Transmutation

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 10 ft
  • Target: 1 cu. ft./level of contaminated food and water
  • Duration: Instantaneous
  • Saving Throw: Will negates (object)
  • SR: Yes (object)

This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.

Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Read Magic

Divination

  • Level: Ur-priest 0
  • Components: V, S, F
  • Casting Time: 1 standard action
  • Range: Personal
  • Target: You
  • Duration: 10 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Focus
A clear crystal or mineral prism.

Resistance

Abjuration

  • Level: Ur-priest 0
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 minute
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Summon Holy Symbol

Conjuration (Summoning)

  • Level: Ur-priest 0
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: 0 ft.
  • Effect: Small wooden holy symbol
  • Duration: 1 round/level (D)
  • Saving Throw: None
  • SR: No

You conjure a small holy symbol, which you can then use to turn undead, or as a divine focus for spells, or for any other purpose that you would normally use one. The conjured holy symbol is made of wood and is neither magical nor particularly valuable.

Virtue

Transmutation

  • Level: Ur-priest 0
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 minute
  • Saving Throw: Fortitude negates (harmless)
  • SR: Yes (harmless)

The subject gains 1 temporary hit point.

1st-level Spells

Command (1 prepared)

Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]

  • Level: Ur-priest 1
  • Components: V
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Target: One living creature
  • Duration: 1 round
  • Saving Throw: Will negates
  • SR: Yes

You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.

Approach
On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop
On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall
On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee
On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt
The subject stands in place for 1 round. It may not take any actions but is not considered helpless.

If the subject can’t carry out your command on its next turn, the spell automatically fails.

Comprehend Languages

Divination [Mind-Affecting]

  • Level: Ur-priest 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Personal
  • Target: You
  • Duration: 10 min./level (D)

You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.

Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.

Comprehend languages can be made permanent with a permanency spell.

Conviction

Abjuration

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 10 minutes/level
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

This spell bolsters the mental, physical, and spiritual strength of the creature touched. The spell grants the subject a +2 morale bonus on saving throws, with an additional +1 to the bonus for every six caster levels you have (maximum +5 morale bonus at 18th level).

Material Component: A small parchment with a bit of holy text written upon it.

Detect Chaos

Divination

  • Level: Ur-priest 1
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 10 minutes/level (D)
  • Saving Throw: None
  • SR: No

You can sense the presence of chaos. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of chaos.
2nd Round
Number of chaotic auras (creatures, objects, or spells) in the area and the power of the most potent chaotic aura present. If you are of lawful alignment, and the strongest chaotic aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round
The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: A chaotic aura’s power depends on the type of chaotic creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Aura Power
Creature/Object Aura Power
Faint Moderate Strong Overwhelming
1 Except for chaotic outsiders, who have their own entry in the table.
2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s.
Chaotic Creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Chaotic Outsider (HD) 1 or lower 2-4 5-10 11 or higher
Chaotic Cleric2 (class levels) 1 2-4 5-10 11 or higher
Chaotic Magic Item or Spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher

Lingering Aura: A chaotic aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect chaos is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

Lingering Auras
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Each round, you can turn to detect chaos in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Evil

Divination

  • Level: Ur-priest 1
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 10 minutes/level (D)
  • Saving Throw: None
  • SR: No

You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of evil.
2nd Round
Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura's power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round
The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Aura Power
Creature/Object Aura Power
Faint Moderate Strong Overwhelming
1 Except for undead and evil outsiders, who have their own entries in the table.
2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s.
Evil Creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Undead (HD) 2 or lower 3-8 9-20 21 or higher
Evil Outsider (HD) 1 or lower 2-4 5-10 11 or higher
Evil Cleric2 (class levels) 1 2-4 5-10 11 or higher
Evil Magic Item or Spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher

Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.

Lingering Auras
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Good

Divination

  • Level: Ur-priest 1
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 10 minutes/level (D)
  • Saving Throw: None
  • SR: No

You can sense the presence of good. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of good.
2nd Round
Number of good auras (creatures, objects, or spells) in the area and the power of the most potent good aura present. If you are of evil alignment, and the strongest good aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round
The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: A good aura’s power depends on the type of good creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Aura Power
Creature/Object Aura Power
Faint Moderate Strong Overwhelming
1 Except for deathless and good outsiders, who have their own entries in the table.
2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s.
Good Creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Deathless (HD) 2 or lower 3-8 9-20 21 or higher
Good Outsider (HD) 1 or lower 2-4 5-10 11 or higher
Good Cleric2 (class levels) 1 2-4 5-10 11 or higher
Good Magic Item or Spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher

Lingering Aura: A good aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect good is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Animals, traps, poisons, and other potential perils are not good, and as such this spell does not detect them.

Lingering Auras
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Each round, you can turn to detect good in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Law

Divination

  • Level: Ur-priest 1
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 10 minutes/level (D)
  • Saving Throw: None
  • SR: No

You can sense the presence of law. The amount of information revealed depends on how long you study a particular area or subject.

1st Round
Presence or absence of law.
2nd Round
Number of lawful auras (creatures, objects, or spells) in the area and the power of the most potent lawful aura present. If you are of lawful alignment, and the strongest lawful aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round
The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Power: A lawful aura’s power depends on the type of lawful creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Aura Power
Creature/Object Aura Power
Faint Moderate Strong Overwhelming
1 Except for lawful outsiders, who have their own entry in the table.
2 Or other class that indicates in its description that it radiates an aura equivalent to a cleric’s.
Lawful Creature1 (HD) 10 or lower 11-25 26-50 51 or higher
Lawful Outsider (HD) 1 or lower 2-4 5-10 11 or higher
Lawful Cleric2 (class levels) 1 2-4 5-10 11 or higher
Lawful Magic Item or Spell (caster level) 2nd or lower 3rd-8th 9th-20th 21st or higher

Lingering Aura: A lawful aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect law is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power.

Lingering Auras
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days

Each round, you can turn to detect law in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Undead

Divination

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: 60 ft.
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 1 min/level (D)
  • Saving Throw: None
  • SR: No

You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.

1st Round
Presence or absence of undead auras.
2nd Round
Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round
The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.

Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:

Aura Strength
HDStrength
1 or lowerFaint
2-4Moderate
5-10Strong
11 or higherOverwhelming

Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Lingering Aura
Original StrengthDuration of Lingering Aura
Faint1d6 rounds
Moderate1d6 minutes
Strong1d6 × 10 minutes
Overwhelming1d6 days

Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Weaponry

Divination

  • Level: Ur-priest 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Area: Cone-shaped emanation
  • Duration: Concentration, up to 1 min/level (D)
  • Saving Throw: None
  • SR: No

You can detect the presence of weapons in a cone emanating out from you in whatever direction you face. A “weapon” is generally defined as any manufactured weapon. The spell detects improvised weapons such as bottles or pitchforks only if the wielder actively intends to use such an item as a weapon. The amount of information revealed by this spell depends on how long you search a particular area.

1st Round
Presence or absence of weapons.
2nd Round
Number of weapons in the area.
3rd Round
Specific locations of the weapons and the type of damage they deal (bludgeoning, piercing, or slashing).

This spell does not reveal if weapons are magical, or anything else about them. Weapons hidden by secret weapon, or borne by individuals who are under the effect of a nondetection spell, do not register.

Each round, you can turn to detect weapons in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Divine Favor

Evocation

  • Level: Ur-priest 1
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Personal
  • Target: You
  • Duration: 1 minute

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

Ebon Eyes

Transmutation

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 10 minutes/level
  • Saving Throw: None
  • SR: Yes (harmless)

The subject of this spell gains the ability to see normally in natural and magical darkness, although it does not otherwise improve the subject’s ability to see in natural dark or shadowy conditions. The subject ignores the miss chance due to lack of illumination other than total darkness. While the spell is in effect, a jet-black film covers the subject’s eyes, a visual effect that gives the spell its name.

Material Component: A pinch of powdered black gemstone of any type.

Endure Elements

Abjuration

  • Level: Ur-priest 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 24 hours
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Ice Slick

Conjuration (Creation) [Cold]

  • Level: Ur-priest 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Area: One 20-ft. square
  • Duration: 1 round/level (D)
  • Saving Throw: See text
  • SR: No

An ice slick spell covers a solid surface with a layer of slippery ice. Any creature entering the area or caught in it when the spell is cast must make a successful Balance check or slip, skid, and fall. Those that succeed on the skill check can move at half speed across the surface, or can skate or glide normally. However, those that remain in the area must each make a new skill check every round to avoid falling and be able to move. The DM should adjust skill checks by circumstance. For example, a creature charging down a hill that is suddenly iced has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not).

Lesser Shivering Touch (4 prepared)

Necromancy [Cold]

  • Level: Ur-priest 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 round/level
  • Saving Throw: None
  • SR: No

Your successful melee touch attack delivers a bitter chill to the target, causing it to shiver uncontrollably for the duration of the spell.

Shivering characters take 1d6 points of Dexterity damage.

Creatures with the cold subtype are immune to the effects of lesser shivering touch.

Lesser Vigor

Evocation

  • Level: Ur-priest 1
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 10 rounds + 1 round/level (maximum 15 rounds)
  • Saving Throw: Will negates
  • SR: Yes (harmless)

The subject gains Fast Healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during that time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.

The effects of multiple vigor spells do not stack: instead, only the highest-level effect applies.

Omen of Peril

Divination

  • Level: Ur-priest 1
  • Components: V, F
  • Casting Time: 1 round
  • Range: Personal
  • Target: You
  • Duration: Instantaneous

Based on an assessment of your immediate surroundings and chosen path of travel, you receive one of three visions that reflect the next hour’s journey: safety, peril, or great danger.

The base chance for receiving an accurate reply is 70% +1% per caster level, to a maximum of 90%; the DM makes the roll secretly.

If the omen of peril is successful, you get one of three visions, which lasts just a second or two.

Safety
You aren’t in any immediate danger. If you continue on your present course (or remain where you are if you have been stationary for some time before casting the spell), you will face no significant monsters, traps, or other challenges for the next hour or so.
Peril
You will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
Great Danger
Your very life is at grave risk. You will likely face powerful NPCs or deadly traps in the next hour.

If the roll fails, you get one of the two incorrect results, determined randomly by the DM, and you don’t necessarily know that you failed because the DM rolls secretly.

Choosing which vision is "correct" takes some educated guesswork on the part of the DM, who should assess the characters’ likely courses of action and what dangers they’re likely to face.

The exact form that an omen of peril takes depends on whether you worship a specific deity, venerate nature as a druid, or simply uphold abstract principles. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might get a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.

Unlike the more powerful augury spell, an omen of peril doesn’t respond to a specific question. It indicates only the level of danger likely for the next hour, not what form the danger will take.

Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.

Peacebond

Transmutation

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Target: One weapon
  • Duration: 10 minutes/level (D)
  • Saving Throw: Will negates (object)
  • SR: Yes (object)

The weapon targeted by this spell remains stuck in its sheath, holder, quiver, or whatever object is used to hold it when not in use. A “weapon” is defined as any manufactured weapon. No amount of physical effort can draw it forth before the spell expires or is dispelled. The precise nature of the holder doesn’t matter; it can be an ornate sheath, or simply a belt through which the weapon has been stuck. The weapon glows faintly for the duration of the spell.

This spell has no effect on weapons currently held in the hand or otherwise not contained in some sort of holder. If the bearer of the targeted weapon is attacked, he is immediately entitled to a second save to overcome the effect and draw the weapon. The bearer can repeat this save in every round that the assault continues.

Material Component: A small strip of cloth or a leather thong.

Protection from Chaos

Abjuration [Law]

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 min./level (D)
  • Saving Throw: Will negates (harmless)
  • SR: No; see text

This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by chaotic creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaotic effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Lawful summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Evil

Abjuration [Good]

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 min./level (D)
  • Saving Throw: Will negates (harmless)
  • SR: No; see text

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Good

Abjuration [Evil]

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 min./level (D)
  • Saving Throw: Will negates (harmless)
  • SR: No; see text

This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by good creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Evil summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protection from Law

Abjuration [Chaotic]

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 min./level (D)
  • Saving Throw: Will negates (harmless)
  • SR: No; see text

This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by lawful creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from chaotic effect. If the protection from chaotic effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Chaotic summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Protective Interposition

Conjuration (Teleportation)

  • Level: Ur-priest 1
  • Components: V, S, DF
  • Casting Time: 1 swift action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: None
  • SR: No

When you cast this spell, you and one willing ally trade positions. If you occupy different spaces, the smaller of you must occupy at least one square previously occupied by the larger, the larger creature’s new space must completely cover the space previously occupied by the smaller, and you must start and end adjacent to each other.

Your ally gains a +2 sacred bonus to AC and on saves for 1 round, and you gain a +2 sacred bonus on a melee attack roll you make in the same round when you cast the spell.

Sign (1 prepared)

Enchantment (Compulsion) [Mind-Affecting]

  • Level: Ur-priest 1
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Personal
  • Target: You
  • Duration: 10 minutes

You get a +4 bonus on your next initiative check.

Material Component: A small piece of dried goat intestine or some tea leaves.

Stupor

Enchantment [Mind-Affecting]

  • Level: Ur-priest 1
  • Components: 1 minute
  • Casting Time: Touch
  • Effect: Helpless creature touched
  • Target: 1 hour/level
  • Duration: Fortitude negates
  • Saving Throw: Yes
  • SR:

    The caster places one creature already helpless in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.

    Material Component: A puffball mushroom.

0

2nd-level Spells

Augury

Divination

  • Level: Ur-priest 2
  • Components: V, S, M
  • Casting Time: 1 minute
  • Range: Personal
  • Target: You
  • Duration: Instantaneous

An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. For example, if a character is considering destroying a weird seal that closes a portal, an augury might determine whether that act is a good idea.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; the DM makes the roll secretly. The DM may determine that a question is so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

Weal
If the action will probably bring good results.
Woe
If the action will probably bring bad results.
Weal and Woe
If the action will probably bring both good and bad results.
Nothing
If the action won’t have particularly good or bad results.

If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Material Component: Incense worth at least 25 gp.

Focus: A set of marked sticks, bones, or similar tokens worth at least 25 gp.

Benediction

Abjuration

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 full round
  • Range: Touch
  • Target: Creature touched
  • Duration: 10 minutes/level or until discharged
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

With this spell, you can grant another creature a +2 luck bonus on all saving throws. If the subject is also under another effect that grants saving throw bonuses, the effects stack.

n addition, at any point before the duration expires, the subject can choose to reroll a single attack roll, saving throw, skill check, or ability check after seeing the result of the initial roll, but before finding out whether it succeeds or fails. The higher of the two rolls applies. Once this option is exercised, the spell ends immediately.

Unlike most touch spells, benediction cannot be used on yourself. Its effects are for the benefit of others only.

Bewildering Substitution

Illusion (Phantasm) [Mind-Affecting]

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Target: 1 living creature
  • Duration: 1 round/level
  • Saving Throw: Will negates
  • SR: Yes

By casting this spell, you cause the subject to believe that one ally and one enemy have traded places. The ally physically closest to the subject now seems to have the appearance, voice, clothing, and gear of its nearest enemy, and that enemy looks and sounds exactly like the subject’s nearest ally. Both the ally and the enemy must be within the spell’s range, and the effect ends immediately if either moves out of its range from you. The illusion affects only the subject.

Blade of Pain and Fear (3 prepared)

Evocation

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: 0 ft.
  • Effect: Swordlike column of gnashing teeth
  • Duration: 1 round/level (D)
  • Saving Throw: Will partial
  • SR: Yes

For the duration of the spell, you can make melee touch attacks that deal 1d6 points of damage +1 point per two caster levels (maximum +10). Your Strength modifier does not apply to the damage. A creature that you successfully deal damage to must also make a Will saving throw or become frightened for 1d4 rounds.

Black Lungs

Necromancy

  • Level: Ur-priest 2
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Living creature touched
  • Duration: 1 hour/level
  • Saving Throw: Fortitude negates
  • SR: Yes

You cause the target to succumb to an infection and corruption of the lungs. An affected creature's speed is reduced by half, it loses any Dexterity bonus to Armor Class, and it takes a -2 penalty on attack rolls. remove disease may end the effects of this spell early.

Blood Snow

Necromancy [Cold]

  • Level: Ur-priest 2
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Medium (190 ft.)
  • Area: 20-ft. square of snow/level
  • Duration: 1 round/level
  • Saving Throw: Fortitude negates
  • SR: Yes

You must cast this spell on a snow field. You corrupt an area of fallen snow, imbuing it with negative energy. Each round, a creature in contact with blood snow must succeed on a Fortitude save or take 1d2 points of Constitution drain. In addition, anyone failing a saving throw is nauseated for the duration of the spell.

Cloud of Knives

Conjuration

  • Level: Ur-priest 2
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Personal
  • Target: You
  • Duration: 1 round/level

You conjure a cloud of sharp knives around you. The knives float in the air around your upper body, pointing in the direction you look.

Each round as a free action at the beginning of your turn, you can release one of these knives at any target within 30 feet that you can see. This is a ranged attack that uses an attack bonus equal to your caster level + your key ability modifier.

Each successful hit deals 1d6 points of damage +1 per three caster levels (maximum +5) and threatens a critical hit on a roll of 19-20. Damage reduction applies to knife attacks from this spell, but the knives are treated as magic for the purpose of overcoming damage reduction.

Material Component: A knife.

Optional Material Component: Using a silvered dagger (22 gp) in the casting of this spell allows the knives to overcome damage reduction as if they were both magic and silver, but the knives deal 1 less point of damage.

Desecrate

Evocation [Evil]

  • Level: Ur-priest 2
  • Components: V, S, M, DF
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Area: 20-ft.-radius emanation
  • Duration: 2 hours/level
  • Saving Throw: None
  • SR: Yes

This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a −3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.

If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (−6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).

If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.

Desecrate counters and dispels consecrate.

Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Execration

Necromancy

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 round
  • Range: Touch
  • Target: Creature touched
  • Duration: 10 minutes/level or until discharged
  • Saving Throw: Will negates
  • SR: Yes

With a touch, you impose a −2 luck penalty on all of another creature’s saving throws. If the subject is also under another effect that imposes saving throw penalties, the effects stack.

At any point before the spell’s duration expires, you can force the subject to reroll a single attack roll, saving throw, skill check, or ability check as an immediate action. You can require this action either before or after the subject rolls, but you must have line of sight to the subject at the time. The lower of the two rolls applies. Once this option is exercised, the spell ends immediately.

Insignia of Alarm

Abjuration

  • Level: Ur-priest 2
  • Components: V, S, F
  • Casting Time: 1 standard action
  • Range: Long (760 ft.)
  • Area: 400 ft. + 40 ft./level spread, centered on you
  • Target: All wearers of special insignia within range
  • Duration: Instantaneous
  • Saving Throw: None
  • SR: Yes (harmless)

This spell alerts all wearers of a specific insignia (see below) within range. Such creatures hear a single mental “ping” (as the alarm spell) when this spell is cast.

Before using this spell you must forge specially crafted insignias. These can be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or symbol. Each insignia costs 10 gp.

Focus: A specially prepared insignia (see above).

Lesser Frostburn

Necromancy [Cold]

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: Fortitude half
  • SR: Yes

When laying your hand upon a creature, you channel cold energy that deals 1d12 points of frostburn damage +1 point per caster level (maximum +5).

Frostburn damage counts as cold damage, but so long as the victim remains in cold or colder temperatures, it does not heal normally, and healing it magically requires a DC 25 caster level check. Any frostburn damage taken reverts to normal damage once the victim leaves the cold.

When cast upon a cold subtype creature, this spell heals a like amount of damage, rather than harming it.

Lesser Restoration

Conjuration (Healing)

  • Level: Ur-priest 2
  • Components: V, S
  • Casting Time: 3 rounds
  • Range: Touch
  • Target: Creature touched
  • Duration: Instantaneous
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

Lesser restoration dispels any magical effects reducing one of the subject’s ability scores (such as ray of enfeeblement) or cures 1d4 points of temporary ability damage to one of the subject’s ability scores (such as from a shadow’s touch or from poison). It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Manifestation of the Deity

Illusion (Pattern) [Fear, Mind-Affecting]

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 swift action
  • Range: Personal
  • Effect: An image of the deity you worship
  • Target: You
  • Duration: 1 round/3 levels (D)
  • Saving Throw: Will negates
  • SR: No

You summon a looming illusion of the deity you worship, overlaid on your form. The divine manifestation appears ghostly and fearsome, with its favored weapon drawn, and makes threatening overtures (roaring, spouting scripture, making dreadful threats, and the like). The image is transparent enough that you receive no concealment.

Any enemy who can see the effect becomes shaken for 1 round. A successful Will save negates the effect, and that creature can no longer be affected by this casting of the spell. No creature can be affected more than once by the same casting of manifestation of the deity.

Mark of Judgment

Necromancy

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Medium (190 ft.)
  • Target: One creature/3 levels, no two of which are more than 30 ft. apart
  • Duration: 1 round/level
  • Saving Throw: Will negates
  • SR: Yes

You call upon your deity to mark your foes as enemies of the faith. Divine energy surges through the area, and for a brief moment a holy symbol of your deity shines from the forehead of each targeted creature. You and your allies see the mark of judgment on a creature and know to strike it in preference over other unmarked targets.

Whenever a creature succeeds on a melee or ranged attack against any subject of a mark of judgment spell, that attacker heals 2 points of damage.

The targets of this spell must oppose you on at least one axis of alignment, unless you are true neutral. A true neutral caster can cast this on any foe who is not true neutral.

Rigor Mortis

Necromancy

  • Level: Ur-priest 2
  • Components: S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1d6+2 rounds
  • Saving Throw: Fortitude negates
  • SR: Yes

This spell allows you to wrap a single target in death’s embrace, making him both feel and appear dead for the duration of the spell.

You must be able to touch the target, and the target must have a Wisdom score, but otherwise the spell can affect any creature, including intelligent undead.

You must succeed on a melee touch attack to affect unwilling targets, and those who fail their saving throws immediately fall to the ground as though dead.

All vital functions (if any) are suspended; subjects of this spell do not breathe, pump blood, or otherwise indicate in any way that they still live.

Any physical harm done to someone in this state immediately grants another saving throw to awaken from the artificial torpor.

Material Component: A pinch of ash from a cremated body of any kind.

Sap Strength

Enchantment [Evil]

  • Level: Ur-priest 2
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Living creature touched
  • Duration: Instantaneous
  • Saving Throw: Fortitude negates
  • SR: Yes

The caster drains the personal wellbeing from the subject, who becomes exhausted. After 1 hour of complete rest, characters become fatigued rather than exhausted. A fatigued character becomes exhausted again if she does something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Material Component: A long needle and a tiny glass bottle.

Shield Other

Abjuration

  • Level: Ur-priest 2
  • Components: V, S, F
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Target: One creature
  • Duration: 1 hour/level (D)
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

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. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.

Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.

Zone of Truth

Enchantment (Compulsion) [Mind-Affecting]

  • Level: Ur-priest 2
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Close (45 ft.)
  • Area: 20-ft.-radius emanation
  • Duration: 1 minute/level
  • Saving Throw: Will negates
  • SR: Yes

Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.

3rd-level Spells

Bestow Curse (1 prepared)

Necromancy

  • Level: Ur-priest 3
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: Permanent
  • Saving Throw: Will negates
  • SR: Yes

You place a curse on the subject. Choose one of the following effects.

  • −6 decrease to an ability score (minimum 1).
  • −4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.

You may also invent your own curse, but it should be no more powerful than those described above, and hte DM has final say on the curse’s effect.

The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

Bestow curse countersremove curse.

Shivering Touch (2 prepared)

Necromancy [Cold]

  • Level: Ur-priest 3
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 1 round/level
  • Saving Throw: None
  • SR: Yes

On a successful melee touch attack, you instantly suck the heat from the target’s body, rendering it numb. The target takes 3d6 points of Dexterity damage.

Creatures with the cold subtype are immune to the effects of shivering touch.

4th-level Spells

Death Ward (1 prepared)

Necromancy

  • Level: Ur-priest 4
  • Components: V, S, DF
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Living creature touched
  • Duration: 1 minute/level
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch.

This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.

Death ward does not protect against other sorts of attacks, such as hit point loss, poison, or petrification, even if those attacks might be letal.

Freedom of Movement (1 prepared)

Abjuration

  • Level: Ur-priest 4
  • Components: V, S, M, DF
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Creature touched
  • Duration: 10 minutes/level
  • Saving Throw: Will negates (harmless)
  • SR: Yes (harmless)

This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.

Material Component: A leather thong, bound around the arm or a similar appendage.


Gear
Restful Crystal A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this augment crystal attached does not make you fatigued.
Pack 500 gp
Periapt of Wisdom +4 Grants a +4 enhancement bonus to Wisdom.
Throat
Cloak of Elemental Protection Once per day as an immediate action, grants 10 resistance to acid, cold, electricity, fire, or sonic damage for 1 round.
Shoulders 1 lb. 1,000 gp
Anklet of Translocation An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you. An anklet of translocation functions two times per day.
Feet 1,400 gp
Liquid Sunlight Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight pellet. The pellet deals 1d6 points of damage to a vampire, vampire spawn, or any other creature similarly harmed by daylight.
In pouch
around neck
20 gp
Extra Liquid Sunlight ×4 As above.
Pack 80 gp
Spell Component Pouch A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
Belt 2 lb. 5 gp
Unholy Symbol An unholy symbol focuses negative energy, and is used to rebuke the undead.
Throat 1 gp
Mundane Items Things like writing implements and materials, rope, containers, etc. Plus the backpack itself.
Backpack 1 lb. 50 gp
Currency Assorted gold, silver, and copper pieces.
Coin Purse 8,560⅔ gp
Otyugh Hole Your time in the Otyugh Hole has cost you opportunities to gain treasure, but it has also hardened your mind, granting the Iron Will feat.
History 3,000 gp
Gear Pool Remaining gear pool points.
Rafa Galthena

Description

Rafa is white, but not pale – white like pearls or marble. Her hair similarly white, with the slightest blue tinge, while her eyes are a striking golden. She wears the armor of the temple guardians of the church, but anyone familiar with that armor will recognize subtle changes – corruptions.


Personality

Rafa is stubborn, dedicated, and angry. Her rage towards the injustice of the church smolders always, affecting her every decision.


Background

Some nineteen years ago, two infants were left together on the doorstep of the church. One was a beautiful, calm child, and displayed the hallmarks of a celestial bloodline, and was seen as a divine gift to the church. The other, clearly of fiendish ancestry, was irritable and messy, an unpleasant child often seen as a test or “balance” to her divine sister.

The aasimar child

Carrying a medium load.
Carrying a heavy load.
Can just get weight off the ground. Loses Dexterity bonus to AC, can only move 5 ft. as a full-round action that provokes attacks of opportunity.

Light Load

Medium Load

Heavy Load

Can hold over head

Can barely lift

Can only push or pull along the ground

+2 bonus from saint

+2 racial bonus from aasimar

+1 bonus from 4th level

+1 bonus from 8th level

+2 bonus from saint

+4 enhancement bonus from periapt of wisdom

+2 racial bonus from aasimar

+4 bonus from saint

+0 bonus from Dexterity

+9 insight bonus from wisdom due to saint

+1 deflection bonus from gear pool

+9 armor bonus from full plate

+0 bonus from Dexterity

+9 insight bonus from wisdom due to saint

+1 deflection bonus from gear pool

+0 bonus from Dexterity

+9 insight bonus from wisdom due to saint

+1 deflection bonus from gear pool

+9 armor bonus from full plate

+0 bonus from Dexterity

+9 insight bonus from wisdom due to saint

+1 deflection bonus from gear pool

+0 bonus from Dexterity

+9 insight bonus from wisdom due to saint

+1 deflection bonus from gear pool

+9 armor bonus from full plate

+1 bonus from Strength

+0 bonus from Dexterity

+1 bonus from Strength

+3 bonus from Constitution

+9 bonus from Wisdom due to divine grace

+1 competence bonus from spellgrace (vs. spells only)

+4 bonus vs. Poison from Saint (not included)

+1 resistance bonus from gear pool

+9 bonus from Wisdom due to divine grace

+1 competence bonus from spellgrace (vs. spells only)

+4 bonus vs. Poison from Saint (not included)

+1 resistance bonus from gear pool

+0 bonus from Dexterity

+9 bonus from Wisdom due to divine grace

+1 competence bonus from spellgrace (vs. spells only)

+1 resistance bonus from gear pool

+9 bonus from Wisdom due to divine grace

+1 competence bonus from spellgrace (vs. spells only)

+1 resistance bonus from gear pool

+9 bonus from Wisdom

+9 bonus from Wisdom due to divine grace

+1 competence bonus from spellgrace (vs. spells only)

+2 bonus from Iron Will

+1 resistance bonus from gear pool

+9 bonus from Wisdom due to divine grace

+1 competence bonus from spellgrace (vs. spells only)

+2 bonus from Iron Will

+1 resistance bonus from gear pool

+1 bonus from Intelligence

+9 bonus from Wisdom

−1 armor check penalty from Full Plate

−1 armor check penalty from Full Plate

+1 bonus from Strength

−1 armor check penalty from Full Plate

−1 armor check penalty from Full Plate

+9 bonus from Wisdom

+2 bonus from Charisma

+2 Circumstance bonus from Nymph’s Kiss

+2 Circumstance bonus from Nymph’s Kiss

+3 bonus from Constitution

+1 bonus from Intelligence

+1 bonus from Intelligence

+2 bonus from Charisma

+2 synergy bonus from Bluff

+2 Circumstance bonus from Nymph’s Kiss

+2 synergy bonus from Bluff

+2 Circumstance bonus from Nymph’s Kiss

+1 bonus from Intelligence

+2 bonus from Charisma

+2 synergy bonus from Bluff

+2 Circumstance bonus from Nymph’s Kiss

+2 synergy bonus from Bluff

+2 Circumstance bonus from Nymph’s Kiss

+0 bonus from Dexterity

−1 armor check penalty from Full Plate

−1 armor check penalty from Full Plate

+1 bonus from Intelligence

+2 bonus from Charisma

+2 Circumstance bonus from Nymph’s Kiss

+2 Circumstance bonus from Nymph’s Kiss

+2 bonus from Charisma

+2 Circumstance bonus from Nymph’s Kiss

+2 Circumstance bonus from Nymph’s Kiss

+9 bonus from Wisdom

+2 bonus from Charisma

+2 Circumstance bonus from Nymph’s Kiss

+2 Circumstance bonus from Nymph’s Kiss

+2 bonus from Charisma

+2 synergy bonus from Bluff

+2 Circumstance bonus from Nymph’s Kiss

+2 synergy bonus from Bluff

+2 Circumstance bonus from Nymph’s Kiss

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+1 bonus from Intelligence

+9 bonus from Wisdom

+2 racial bonus from aasimar

+5 competence bonus from gear pool

+2 racial bonus from aasimar

+5 competence bonus from gear pool

+2 bonus from Charisma

+2 Circumstance bonus from Nymph’s Kiss

+2 Circumstance bonus from Nymph’s Kiss

+9 bonus from Wisdom

+0 bonus from Dexterity

+1 bonus from Intelligence

+9 bonus from Wisdom

+0 bonus from Dexterity

−1 armor check penalty from Full Plate

−1 armor check penalty from Full Plate

+0 bonus from Dexterity

+9 bonus from Wisdom

+1 bonus from Intelligence

+2 bonus from Charisma

+2 Circumstance bonus from Nymph’s Kiss

+2 Circumstance bonus from Nymph’s Kiss

+0 bonus from Dexterity

+13 bonus from Intelligence

+13 bonus from Nymph’s Kiss

+30 bonus from Constitution

+0 bonus from Dexterity

+9 bonus from Wisdom

+1 bonus from quick to act

−10 ft. penalty from full plate

Lose martial weapon proficiency

Lose light armor proficiency

Gain unarmed strike as a monk

Lose Ride class skill

Gain Tumble class skill

+9 bonus from Wisdom

+2 bonus from holy power

+9 bonus from Wisdom

+2 bonus from holy power

+9 bonus from Wisdom

+1 bonus from Weapon Focus

+1 enhancement bonus from gear pool

+1 bonus from Strength

1d6 base damage from monk unarmed strike

+1 enhancement bonus from gear pool

+1d6 bonus against evil creatures

+1d8 bonus against undead and evil outsiders

+12 bonus from Wisdom × paladin level

+2d6 from spellthief

+1d6 from all-thief

+2 bonus from Charisma

Saint

Saint

Saint

Saint

Saint

Saint

Saint

Saint

+2 bonus from Charisma

+2 bonus from holy power

+2 bonus from Charisma

+2 bonus from holy power

+2 bonus from Charisma

+2 bonus from holy power

+2 bonus from Charisma

+2 bonus from Charisma

+2 bonus from ur-priest level

+2 bonus from Charisma

5/Day, rebukes undead with 1-6 HD based on check result.

+3 bonus from Wisdom

+2 bonus from Wisdom

+2 bonus from Wisdom

+2 bonus from Wisdom

+7 bonus from Wisdom

+2 bonus from holy power

+7 bonus from Wisdom

+2 bonus from holy power

+7 bonus from Wisdom

+2 bonus from holy power

+7 bonus from Wisdom

+2 bonus from holy power

+7 bonus from Wisdom

+2 bonus from holy power

Thief of Life

Any punch with these gauntlets magically splits in two mid-swing. Both swings are identical, sharing the nonsplitting properties of the original punch. Both punches strike the same target. Make a separate attack roll for each punch using the same attack bonus.

+1 bonus from Strength

1d6 base damage from monk unarmed strike

+1 enhancement bonus from gear pool

+1d6 bonus against evil creatures (included)

+1d8 bonus against undead and evil outsiders

Automatically damages evil creatures who strike you with a natural weapon.

A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this augment crystal attached does not make you fatigued.

Halved due to mithral

Costs ⅓ due to being self-crafted.

2,950 gp for being mithral

50 gp for being masterwork

50 gp for being gloryborn

333 gp 3 sp 3 cp for being hellforged

500 gp for having Restful Crystal

+1 enhancement. Self-crafted, mithral, gloryborn, hellforged. Gain +1 AC while charging (does not remove the usual penalty for charging). Gain +1 AC while adjacent to an ally. Affinity for fortification properties. Has restful crystal attached.

Reduced one category due to mithral

+3 bonus from mithral

+1 enhancement bonus from masterwork

+1 bonus from hellforged

+2 bonus from mithral

−1 penalty from hellforged

5% greater due to hellforged

10% reduced due to mithral

+1 enhancement bonus from gear pool

A restful crystal is a great boon to any warrior who must stay always at the ready. Sleeping in armor that has this augment crystal attached does not make you fatigued.
Grants a +4 enhancement bonus to Wisdom.
Once per day as an immediate action, grants 10 resistance to acid, cold, electricity, fire, or sonic damage for 1 round.
An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can’t use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you. An anklet of translocation functions two times per day.
Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight pellet. The pellet deals 1d6 points of damage to a vampire, vampire spawn, or any other creature similarly harmed by daylight.
As above.
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
An unholy symbol focuses negative energy, and is used to rebuke the undead.
Things like writing implements and materials, rope, containers, etc. Plus the backpack itself.

−4,384 gp 3 sp 3 cp for having Full Plate

−500 gp for having Restful Crystal

−1,000 gp for having Cloak of Elemental Protection

−1,400 gp for having Anklet of Translocation

−20 gp for having Liquid Sunlight

−80 gp for having Extra Liquid Sunlight ×4

−5 gp for having Spell Component Pouch

−1 gp for having Unholy Symbol

−50 gp for having Mundane Items

−3,000 gp for having Otyugh Hole

Assorted gold, silver, and copper pieces.
Your time in the Otyugh Hole has cost you opportunities to gain treasure, but it has also hardened your mind, granting the Iron Will feat.

−2,000 gp for having +1 enhancement on weapons

−1,000 gp for having +1 enhancement on armor

−2,000 gp for having +1 deflection to AC

−16,000 gp for having +4 enhancement to Wisdom

−1,000 gp for having +1 resistance to saving throws

−2,500 gp for having +5 competence bonus to Perception

Remaining gear pool points.

+1 bonus from Strength

+8/+3

+0 bonus from Dexterity

+8/+3

+1 bonus from Strength

+8/+3