Gain temporary hp if Con loss would knock you out or kill you. The weapon you use for the focus of this spell defends you, allowing you to cast spells without provoking attacks of opportunity. Telekinetic Maneuver: Perform a telekinetic combat maneuver. Levitates the targeted creature up off the ground. This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Communal Spells: Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. Automatically end the condition due to the type of help, such as healing that restores you to your maximum HP to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage. Synaptic Pulse: Stun creatures in a 30-ft. radius. Gain 1d10 temporary hp + 1/level (max +10). Symbol of Vulnerability M: Triggered rune gives penalties. Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level. I will be temperate in my actions and moderate in my behavior. Earth or water moves you across distances and damages things not of the natural world. The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Patron; Key Ability Score; 1st, 6th, 8th-level Hex. Monster Lore; Bane; Greater Bane; Exploit Weakness. Gives creature the ability to deal bleed damage with natural attacks. All templates give precise directions on how to change a monsters statistics to transform it into the new monster. The alchemist can expend a higher-level extract when using this ability to create a creature using a summon monster spell of a level equal to the level of extract expended. When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Food for one creature/level cures and grants combat bonuses. Explode the head of a creature with 20 hp or fewer and deal damage in a 10-ft. radius around it. Create wall or javelins of frozen unholy water. Makes metal so hot it damages those who touch it. You gain increased speed, and your movement ignores attacks of opportunity and allows you to move through the space of creatures larger than you are. Class Skills; 2nd, 6th, and 8th-level Hexes. Whether a changeling in the process of succumbing to her mothers call, a witch cursed by a hag to become her instrument of torment, a vain and petty witch overeager for power, or some other unfortunate soul, a hagbound witch finds its soul has been infected by a hags spite and powerful, corrupt arcane magic. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Core Rulebook You gain an additional +1 on attack rolls or to AC due to battlefield positioning. Summon Swarm Y: Summons swarm of bats, rats, or spiders. Creates new sounds or changes existing ones into new sounds. Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects. Attackers' weapons stick to your gluey blood. Does a cleric have to follow the suggested domain under their god. You channel magic energy into your own aura, recharging your innate magic abilities. Creates a whirling screen of strong wind around you. In the depths of the Darklands, as well as similarly inhospitable locales on Golarion, many seek the succor of demons as a means of survival. Iconoclasts seek out and remove such crutches, cleansing the taint these items exude. Wall damages foes that try to enter, periodically launches lava at nearby targets. Ranged touch attack; 2d4 damage for 1 round + 1 round/3 levels. Immediately after those lists is a complete list of all spells with full descriptions of those spells listed. Harnesses the power of the seasons to protect the target and grant a number of bonuses. Gain bonuses on identifying and resisting spells associated with your spirits. Judgement; Stern Gaze; Exploit Weakness; True Judgement. Some witch covens have learned to use treasure to access other draconic powers. Inflict 10 damage/level to one creature/round. Target takes penalties to mental actions. Utilizes an array of techniques to imprison a creature. The extract is expended as if the alchemist had consumed it. Spells in all lists are presented in alphabetical order, except when a spell's name begins with "communal," "greater," "lesser," or "mass," in which case it is alphabetized under the base spell name. Foes take 1d8 damage/two caster levels (max 5d8). One natural weapon of subject creature gets +1 on attack and damage rolls. Take the form and some of the powers of a Tiny or Large undead. Summon Monster 3: Summons extraplanar creature to fight for you. Creatures of same faith gain bonuses to AC and on saving throws. Devastating yell deals 10d6 sonic damage; stuns creatures. Summon Nature's Ally 6: Summons creature to fight. Exotic Weapon Proficiency (Aldori dueling sword), Weapon Focus (gauntlet or spiked gauntlet), Weapon Focus (sling) or weapon training (thrown) class feature, Gain a +2 bonus to damage when fighting defensively or using Combat Expertise, Parry an attack made by a single focused target, Take no penalties on attack rolls when using Aldori Style Aegis to parry an attack, Redirect an attack from an opponent to yourself to grant an ally an attack of opportunity, Redirect an attack from an opponent to yourself to grant several allies attacks of opporunity, Grant bonus to AC to allies against single opponent's attacks, Use a new melee weapon with unarmed class abilities, Use unarmed damage of a lower level monk instead of the weapons base damage, Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st, Use weapons with unarmed strike abilities, When using Asura Style, you gain improved uncanny dodge, You can dispel divine spells with your unarmed strikes in Asura Style, You can sicken creatures casting divine spells with your unarmed strikes, You can trip those whose attacks of opportunity against you miss, Your base speed increases by 10 feet and you ignore the first 10 feet of difficult terrain in a round, Gain a +1 dodge bonus to AC if you move at least 15 feet, You can make a second charge attack after a first, You can make unarmed attacks underwater without penalty, +2 on attacks and +4 on damage against a target when you activate Beastmastery Style's benefit; bonuses double if an enemy's attack damaged your animal companion, Use your Handle Animal check in place of an adjacent animal companion's saving throw, Cha 13, Handle Animal 1 rank, must have an animal companion, Use Handle Animal to attempt to negate a hit on your adjacent animal companion, Pinpoint creatures without a check while using Blinded Blade Style, Improve your ability to pinpoint creatures with Blinded Blade Style, Gain additional attacks per round against bleeding creatures when using, Increase your Strength and Constitution, but lower your AC, Add piercing damage to unarmed attacks, and demoralize opponents, Unarmed strikes deal bludgeoning or slashing damage, Weaken tripped foes and reduce their move speed, Make an extra unarmed attack when starting next to a prone foe, Overrun multiple opponents and add your Strength on Acrobatics checks to jump, Deal damage on a successful overrun manuever, Ready an action to grab creatures charging you, Reposition creatures you grab a crature with Bull-Catcher Style, Redirect a creature's charge when you grab it with Bull-Catcher Style, You can apply Vital Strike to attacks made in Cerberus Style, When you damage a creature in Ceberus Style, it cannot 5 ft. step or use dimensional travel, You can attack three targets at once within your reach, Charge through difficult terrain and allied spaces, make a turn while charging, Learn dirty tricks as free actions during a surprise round, Use dirty tricks as free actions with an attack of opportunity, Use free dirty tricks when your opponent is off guard or flanked, When you deflect an attack, you may make an attack of opportunity, Take 2 penalty when fighting defensively, May deflect one attack per round while fighting defensively or using total defense, Disorient an opponent when you drag or reposition it, Make an unarmed attack against a foe when you drag or reposition it, Move 5 feet when you drag or reposition an opponent, Deal greater damage with nonlethal damage on a charge, Attempt to trip your foes on a charge with Cudgeler Style, Your unarmed strikes inflict negative levels, You are hard to scare and your unarmed strikes can make foes shaken, Gain damage bonus based on how far you charge when you bull rush, Gain +1 on attacks and +2 on damage rolls on the attack at the end of a charge, Gain enhanced effects when you use Diabolic Style to humiliate a target, Apply Vital Strike on attacks of opportunity, Humiliate targets that provoke attacks of opportun, You don't provoke attacks of opportunity from foes you feinted against, Deal additional damage t o a target that is denied its Dex bonus to AC, Cha 13; base attack bonus +1 or bard level 1st, Use Elemental Fist to surround yourself with electricity, Gain 1 additional use of Elemental Fist per day, and electricity resistance, Gain 1 additional use of Elemental Fist per day and bonus to electricity damage, Be treated as though you are in mulitple squares for threatening squares, flanking, and being attacked, Gain bonuses when enemies are grouped together and bypass bonuses from aid another, Gain bonus on unarmed attacks, and you can cause opponents to be shaken, Gain +1 use of Stunning Fist per day, and you can emit a concussive roar, Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain, You are treated as though you were on higher ground when making attacks adjacent to objects, You can jump off of adjacent creatures to gain the high ground when in Dragonfly Style, Use Dwarven Seething against any number of opponents, Base attack bonus +1, defensive training and hatred racial traits, Medium size, Apply hatred on both attack/damage and increase to +2, Apply hated/defensive training to different types/subtypes. Make the spirit of one creature manifest. Transforms Large trees into arboreal catapults of the same size. Target gains a bonus on one initiative check. The Blackbird, also called the Black Stone Violin, is a full-size playable violin made of black diabase after drawings by Antonio Stradivari (Stradivarius), but with technical modifications to allow it to be played. The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Swarm of Fangs: Summon a swarm of animated, flying teeth. Harm and possibly daze chaotic creatures. Masters of mind tricks and deception, these divine assassins track down and kill anyone who has forbidden knowledge about their faiths. Recent attacker is afflicted with penalties. Creatures cannot be summoned into an environment that cannot support them. Dissipate charges from multiple technological objects. Four exploding spheres each deal 6d6 fire damage. Antipaladin Huge wave damages and sweeps up all in its path. Create a comfortable shelter made of webbing. Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons. You conjure a single ball of sticky mud and launch it at an enemy's face as a ranged touch attack. Class Skills; Patron Spells; 2nd, 6th, 10th-level Hexes. You animate an area of rubble, creating a dangerous, rolling area of debris. Target becomes nauseated and causes nearby creatures to become fascinated. Subject can absorb energy damage and enhance melee attacks with it. Shroud your unconscious self in a cocoon on the Ethereal Plane. Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons. Treat the terrain you are in as a favored terrain for the spell's duration. Regardless of their faith, these undersea zealots are known as keepers of the current. Summon Monster 2: Summons extraplanar creature to fight for you. Learn more. Object or location attracts certain creatures. She can lose a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Creatures attacking you take fire damage; you're protected from heat or cold. You become an incorporeal creature of dust for a short period of time. Switch minds with another creature for 1 hour per level. Wall of spirits blocks movement on Material Plane and Ethereal Plane and causes fear. Use your weapon like a whip to trip an opponent. Automatically detect nearby conscious creatures. Toggle Theme. Rapidly recall everything you know about a subject. Psychic Peaceful feelings harm those attempting violence. While all witches are intimately tied to their familiars, a beast-bonded witchs craft focuses specifically on her familiar bond and developing the relationship with her patron through her familiar. Summon Thanadaemon: Summon a thanadaemon. Source Pathfinder Unchained pg. Gain temporary hp from creatures of the same creature type and at least one subtype as you. Add an emotion component to all of the target's spells. The extract is expended as if the alchemist had consumed it. Temporarily relieves fatigue or exhaustion. Cause the target to perceive itself as being covered in creeping, crawling, stinging bugs. Summon Ship: Conjure a ship out of extradimensional materials Summoner Conduit: The target takes damage whenever its summoned creature does. Alter area's terrain and climate to a new one appropriate to planet or plane. Removes the broken condition from the targeted object. Black particles extinguish light sources within area. Deal 12d6 + 1 point of damage against a robot, or half damage agsint a cyborg or android. Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6). Summon Nature's Ally 6: Summons creature to fight. Subject within range of your bardic performance can take an action. Increase mythic power cost for all path abilities, feats, spells and other effects used by the target by 1. Compels opponents to attack you instead of your allies. Rather than pursuing their holy missions alone, some inquisitors see the inherent value of working with like-minded allies to accomplish mutual goals. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Target is compelled to avoid another creature. I will guard the honor of my fellows, both in thought and deed, and I will have faith in them. Living creature of 6 HD or less loses its next action. The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Some witches can bend the warp and weft of fabric and thread. Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance. The second type of bond allows an antipaladin to gain the service of a fiendish servant. Plant an idea, concept, or suspicion in the mind of the subject. Summon Monster 3: Summons extraplanar creature to fight for you. Monster Lore; Bonus Teamwork Feats; Solo Tactics; Final Judgment. Magus A shortbow may double as a club, or a longbow as a quarterstaff. Targeted creature's attacks target a random square instead of the intended target. You can deliver an infusion, elixir, poison, or potion as a touch attack. You gain two additional attacks of opportunity for 1 round. A hex channeler is a witch who devotes herself to either lifehealing the wounded and destroying the undeador death, slaying the living and aiding undead. Having much in common with necromancers, the gravewalker is obsessed with the occult manipulations of the dead, particularly mindless undead such as zombies. 5-foot-radius aura that causes the blood of creatures in that area to ignite upon contact with air. Deals 4d8 damage + 1/level, affects 1 subject/level. Summon Nature's Ally 6: Summons creature to fight. Create shackles of force on one creature. All templates give precise directions on how to change a monsters statistics to transform it into the new monster. I will never abandon a companion, though I will honor sacrifice freely given. Summon Monster 2: Summons extraplanar creature to fight for you. Bard Wield a javelin that sickens opponents when it strikes. Your bombs create a cage of force that traps creatures inside the bomb's splash radius. Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Ammunition in the targeted firearm generates excessive recoil. Summon Monster V. School conjuration (summoning); Level bard 5, cleric 5, sorcerer/wizard 5. A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose. Detects all spells and magic items within 60 ft. | ,*+y" oVF,[n Ilf\ y( -STb?ozX}5b|? School conjuration (summoning); Level bard 2, cleric 2, sorcerer/wizard 2. Masks a creature's or an object's alignment, emotion, health, and magic auras. Three stones gain +1 on attack rolls, deal 1d6+1 damage. Archives of Nethys Character Creation + Classes Feats Prestige Classes Races Pathfinder Pouch: 1,000 gp: Pyxes of Redirected Focus: 1,000 gp: Quill of Verification: 1,000 gp: Salve of Slipperiness: Summon-Slave Crystal: 10,000 gp: Lord's Banner (Swiftness) 10,000 gp: Treasurer's Seal: If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The extra 10 minute duration can go to one of the four targets or it is wasted. The target drow transforms into a surface elf. Gives subject SR 12 + your level vs. healing effects. Lets you ask question of extraplanar entity. Protects creature against damage from alignment-based attacks. The target's wings grow more powerful, increases fly speed by +10 feet and its maneuverability to improve by one category. Subjects take 2 on attack rolls, damage rolls, saves, and checks. Your claws, unarmed strikes, and touch spells affect ethereal creatures. Siege engine gains +1 on targeting and damage rolls for every four caster levels. Season witches gain their power from the cyclical and mystical exchange of energy passed from one season of nature to another. Calls down lightning bolts (3d6 per bolt) from sky. One natural weapon gets + 1/four levels (max. Some inquisitors focus more on protecting those who share their faiths and their ideals than on actively hunting their enemies. These charismatic witches, often devotees of the Green Mother, rely on their otherworldly charms to achieve their aims. Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round. Captivates all within 100 ft. + 10 ft./level. Restores life to subject who died as long as one day/level ago. Mirror witches eschew animal familiars and isntead talk to their patrons via mirror magic. Target takes a 4 penalty against poison. Expend 3 uses of mythic power to restore one use of target's mythic power. Causes the target to ignite in a violent burst of flame. One or more plants animate and fight for you. The shield archon follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in Heaven. Loads a single shot into your weapon every round. Summon Accuser: Summon an accuser devil to do your bidding. Fearsome illusion kills subject or deals 3d6 damage. Swarm of Fangs: Summon a swarm of animated, flying teeth. Stern Gaze; Solo Tactics; Teamwork Feats; Exploit Weakness. Some of Brighs inquisitors, and occasionally those who follow Torag, track down malicious construct crafters and fight renegade constructs with unrivaled expertise. Mythic Adventures Projects you and others onto Astral Plane. Expulsionists are inquisitors who seek to rid the material world of the corrupting inf luences of wicked spirits that twist mortals to their own ends. +4 bonus against attacks by chaotic creatures. Indicates direction to familiar creature. You ward a single object in your possession against theft. Subject treads on air as if solid (climb or descend at 45-degree angle). Masters of secretly gathering information to further their faiths ends, urban infiltrators excel at operating within an unfriendly society or infiltrating an enemy cult. Sorcerer/Wizard Project your soul into a creature's body. Make a creature become bestial and unintelligent. Make one instrument sound like a different kind of instrument. This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Monster Lore; Stern Gaze; Track; Bane; Greater Bane. Cone of ice slivers deals 1d6 cold/level. Necromancy Paralyzes one humanoid for 1 round/level. The efreeti style focuses on aggression and speed, taking inspiration from beings of living fire. Transfer hit points and give DR/evil to target creature. Animals can't perceive one subject/level. You instill such apprehension about attacking you in your target that doing so causes it mental distress and pain. One subject takes 2 on attack rolls, damage rolls, saves, and checks. Alternate Domain Powers Source PZO9446H. Locks a weapon in place on the target's body. When using Wyvern Style, you can use a whip to force an enemy to focus on you. Summon Ship: Conjure a ship out of extradimensional materials A target starves with an insatiable hunger. Alter the target's attitude or give bonuses to those interacting with the target. The efreeti style focuses on aggression and speed, taking inspiration from beings of living fire. A rushing stream of fire sprays from your outstretched hand, dealing fire damage to every creature in the area. Summon Monster VI Nexian spellspies are witches who use their familiars and divining talents to spy on their rivals and protect themselves from similar intrusions. You can spend a move action to teleport 30 feet or to stand while prone without provoking attacks of opportunity. Subjects within cone flee for 1 round/level. Toggle Theme. I will not be taken prisoner by my free will. Summon Cacodaemon, Greater: Summon 1d4+1 cacodaemons. Archives of Nethys Deities by Alignment | Deities by Pantheon. Creates a small pocket of air around your head or an object. Cure all Int, Wis, and Cha damage and drain, plus remove other mental afflictions and conditions. Distract and fatigue the target with a creature from its nightmares. Spellcasting; Judgment; Domain; Bane; Greater Bane; Second Judgment; Third Judgment. Gain a climb speed and a swim speed of 10 ft. for a time. Target takes 3d6 points of fire damage and catches on fire. Getting Started; Races; Classes; Summon Monster I: conjuration: Summons extraplanar creature to Summon Stampede: Conjure a herd of aurochs to trample your enemies. Grant benefits on future attempts after failed checks, and protect against fear and emotion effects. I will not surrender those under my command. Transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost. Archives of Nethys Character Creation + Classes Feats Prestige Classes Races Pathfinder Pouch: 1,000 gp: Pyxes of Redirected Focus: 1,000 gp: Quill of Verification: 1,000 gp: Salve of Slipperiness: Summon-Slave Crystal: 10,000 gp: Lord's Banner (Swiftness) 10,000 gp: Treasurer's Seal: Alters item to transport its possessor to your abode. Altered Judgments (Purity, Smiting); Detect Alignment; Altered Bane. Allies can hustle without penalty while you sing or chant. For example, if the alchemist expends a 4th-level extract, he can create a creature as if using summon monster IV. Kills, paralyzes, blinds, or deafens nongood subjects. Sunstalker: Creature becomes invisible in sunlight Swarm of Fangs: Summon a swarm of animated, flying teeth. Hexenhammers learn to use the hexes and some spells of witches, but must pay the price for dealing with supernatural powers, as they slip ever closer to the evil they seek to destroy. You gain +1/level insight bonus on single attack roll, check, or save. Target loses a 3rd-level prepared spell or spell slot. Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. The shield archon follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home in Heaven. Deals 1d8 damage + 1/level, affects 1 subject/level. ElementalistWizard Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will. The second type of bond allows an antipaladin to gain the service of a fiendish servant. One ally/level polymorphs into chosen animal. Fog obscures vision and fascinates living creatures. School conjuration (summoning); Level bard 5, cleric 5, sorcerer/wizard 5. Temporarily mitigates the fragile quality in targeted weapon or armor. Kills, paralyzes, weakens, or dazes nonevil subjects. The dimensional occultist sacrifices some of her mastery over hexes in return for much increased planar lore. Use Escape Artist instead of CMD when resisting a grapple. Touch attack deals 1d8 + 1/two levels damage. Target gains the eldritch ague spellblight. Here they form bonds with the spirits of the lofty reaches. Does 2d8 damage +1/level (max +15) to creature and dispels an effect. Summon Giant Ally I R: Summon a giant ally (cave, hill, marsh, river, slag, stone, or wood). You use Stunning Fist after the attack of opportunity against a standing giant has hit, Defensive training AC increases to +6 against giants, Gain +1 use of Elemental Fist per day and fire resistance, Gain +1 use of Elemental Fist per day and a bonus on fire damage, Can emit a cone of fire that may light opponents on fire, Continuously electrocute a target you have grappled, Gain a bonus on grapple combat maneuvers when you hit a creature with Elemental Fist, Add INT modifier to weapon damage when using Elven Battle Style, Dont provoke attacks of opportunity when making combat maneuver checks with elvish weapons, Enemies provoke attacks while youre fighting defensively, Apply ranged fighting feats to melee attacks, Use ranged weaons to make melee attacks and avoid attacks of opportunity, You are difficult to feint against and demoralize, Perform dirty tricks as attacks of opportunity, Improved Grapple; base attack bonus +6, brawlers flurry class feature, or flurry of blows class feature, Take no penalty for grabbing a foe one-handed, retain your Dex bonus to AC when pinning, Gain a special benefit when feinting an opponent, Sacrifice spells to gain a bonus when feinting, +2 bonus on dirty tricks and Bluff checks to feint; additional benefits with Illusive Gnome Style, Make attack of opportunity to push back a foe when a foe fails a combat maneuver against you, Gain +2 to CMD against combat manuever checks or Acrobatics checks to avoid provoking your attacks of opportunity when a previous attempt succeeds, Gain +4 morale bonus to CMD and to the DC of Bluff checks used for feint attempts against you if you don't move, Move 5 feet without provoking attacks of opportunity whenever you hit with an unarmed strike, Increase the damage dealt with Jabbing Style, Improved Unarmed Strike; base attack bonus +6, brawlers flurry class feature, or flurry of blows class feature, Gain bonus damage when two or more unarmed strikes hit the same opponent during your turn, Always count as having a running start for jumping, and deal double damage on a jumping charge, Take only a 1 AC penalty when charging, flanking opponents only gain +1 attack bonus against you, After successful unarmed attack, gain +4 on combat maneuver checks to bull rush or trip, You may take 10 to identify a creature using Knowledge (local, nature, planes, or religion), Gain +2 insight bonus to identify a creature, May make Knowledge check against opponent as swift action to gain bonuses, Perform a dirty trick at the end of a charge, Apply two conditions with a single dirty trick, Use dirty tricks with attacks of opportunity, Prone creatures are denied their Dex bonus to AC, +4 CMB vs. enemies denied their Dex bonus to AC, Crush your opponent while grappling, damaging their gear, Spiked chain attacks can hurt both you and the target, and hinder concentration, Spiked chain acts as both weapon and shield, Use a spiked chain as a monk weapon and deliver Stunning Fist through it, Creatures you attack with Lantern Style are shaken, Bypass damage reduction when using Lantern Style, Your thrown weapons shed light for one round, As a full-round action, you can make a single attack that deals extra damage, Move 5 ft. as an immediate action when your ally attacks, Cha 13, must have or be an animal companion, Enemies that provoke an attack of opportunity from your ally also provoke from you, Allow an attack to hit you to gain combat bonuses against your attacker. Traceless operatives practice subterfuge and careful preparation in order to accomplish their divine mandates. You gain +20 bonus on Bluff checks, and your lies can escape magical discernment. Cures 4d8 damage + 1/level for many creatures. Creates partially real double of a creature. The spellbreaker, by contrast, learns to recognize and resist certain types of magic, wading through waves of magic to reach her foes. Target gains a +2 insight bonus and is considered trained in one single ranked skill. Insects, spiders, and other vermin stay 10 ft. away. Targets take fire damage; orcs get +2 Strength. The original alternate theme for the Archives of Nethys. Summon Greater Demon: As summon monster, except to summon a coloxus, omox demon, or 1d3 kalavakus demons. This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Causes living creatures within 5 ft. to fall asleep. Causes a brushy beard of stiff iron to erupt from the face of a willing target. Some inquisitors wander the land to spread the true word of their faith. Without my heart to guide it, it is worthlessmy strength is not in my sword, but in my heart. [L08 az1 4?5g @ Xmvx}~ivwD >.{zC $ERTH=*N '3!" Synesthesia: Creature moves at half speed, takes penalties, and has trouble casting spells. I will learn the weight of my sword. Some witches tap into the power of their patrons not through a special connection with a familiar, but rather directly through the vast network of ley lines that crosses the planes. Ward yourself against thought detection and memory alteration. Armor or shield gains +1 enhancement per four levels. Summon Swarm Y: Summons swarm of bats, rats, or spiders. You can talk with your animal companion, and can handle it with supernatural ease. Cyclone deals damage and can pick up creatures. Mimics conjuration below 4th level, but only 20% real. Grant others a bonus against your favored enemies. Domain; Stern Gaze; Monster Lore; Exploid Weakness. Create a planar conjunction that slows movement, penalizes AC and Reflex saves, and imposes a miss chance on ranged attacks. This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list. You can see invisible creatures and objects within 30 feet of you. | ,*+y" oVF,[n Ilf\ y( -STb?ozX}5b|? You blast your enemies with blinding rays of sunlight. Summon Greater Demon: As summon monster, except to summon a coloxus, omox demon, or 1d3 kalavakus demons. Monster Templates A template is a set of rules that you apply to a monster to transform it into a different monster. Your recall and ability to process information improve. Keeps eavesdroppers from overhearing you. It appears where you designate and acts immediately, on your turn. Grant bonuses and temporary hit points that spread from creature to creature. You siphon half of all magical healing that the targeted creature receives. Transfers your consciousness to an object bearing your likeness. Channels the force of an enemy's attack back into its weapon. Kill a weak creature and turn its corpse into an explosive trap. Electric Eel Style: Electric Eel Style; Electric Eel Conduit, Electric Eel Shock Delivers short message anywhere, instantly. Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info. Creates 1d4+2 shambling mounds to fight for you. Advanced Player's Guide Witches are no strangers to poisons, using them alongside their various brews, curses, spells, and other tools of the trade. 10-ft.-radius field prevents technological objects, signals, and creatures from entering. This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list. School conjuration (summoning); Level bard 6, cleric 6, sorcerer/wizard 6. Learn more. Known in Taldane as a battle witch, an ashiftah drifts like a phantom among the enemy armies, calling down disaster upon their heads and weakening their resolve. Created pillar heals 2d8 + 1/level (max +20). Hexenhammer: Monster Lore; Stern Gaze; Domain; Cunning Initiative; Teamwork Feats; Solo Tactics; Spellcasting Deity answers one yes-or-no question/level. Triggered rune renders nearby creatures insane. Teleports you and select creatures to predetermined location. Prevent the target from using its skill ranks, spells, feats, and abilities. Medium 3: Just Ally (Sp) Once per day as a standard action, you can summon a shield archon (Pathfinder RPG Bestiary 2 31). Swarm Skin: Turns your body into a swarm of vermin. Transfers 2d6 hit points to your eidolon as a swift action. Synesthesia: Creature moves at half speed, takes penalties, and has trouble casting spells. Prevent the target from communicating and cause it to act randomly. If subject doesn't attack you it receives a penalty. Weapon becomes +5, deals +2d6 damage vs. good. 1d4+1 damage; +1 missile per two levels above 1st (max 5). Fills area with positive energy, weakening undead. Incorporeal creatures stay 10 ft. away from you. Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone. Create a beanstalk that is very easy to climb. 1d4 + 1/level floating eyes scout for you. A variant of the Light theme, based on the Rulebooks. Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames. Reveals exact location of creature or object. Create an expanding glow that heals allies within it of 1 hp of damage. Fills area with negative energy, making undead stronger. Reflect 1d4+6 spell levels back at caster. Other creatures can determine the target's alignment. Large hand provides cover, pushes, or crushes your foes. Getting Started; Races; Classes; Summon Monster I: conjuration: Summons extraplanar creature to Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish). Transfer your mythic path abilities to another creature temporarily. Order of Presentation: The first spell lists presented are the lists of spells separated by class and level. Jinx witches specialize in calling down subtle misfortunes and deceiving enemies and allies alike. Alternate Domain Powers Source PZO9446H. Mask any flaws of or damage to a creature or object. Infuse psychic energy and ownership history into an item. Tar Pool: Converts the top layer of the ground into hot tar. Neutralize the rage effects of those who have attacked you. Passing through wall deals 2d6 damage + 1/level. You become immune to diseases and toxins, absorb one, and then spread it to others. Allows the target to cause the ground to rise up beneath him. Start a psychic duel between yourself and another creature. Stops 1st- through 3rd-level spell effects. Take the form and some of the powers of a Small or Medium vermin. Transforms raw materials into finished items. Monster Lore; Stern Gaze; Domain; Cunning Initiative; Teamwork Feats; Solo Tactics; Spellcasting. Changes appearance of 1 person per 2 levels. Divination Sundered Serpent Coil: As black tentacles, except creating a decapitated snake to grapple your enemies. Maintain a grapple without using your hands, Make a single attack with both hands, and combine the results, May apply the penalty from Power Attack to AC, Gain +2 to CMD against bull rush, overrun, and trip, and deal slashing damage, Move up to twice your speed and use Twin Fang Strike, You can make two attacks as an attack action, Reduce a targets armor bonus when you hit with both weapons, Stunning fist save DC is +2 vs flat-footed foes, Move and make a full attack with thrown weapons, Gain DR/adamantine, and gain DR/ when you break certain objects, Foes that miss you provoke an attack of opportunity, Use Upsetting Strike against foes attacking your allies, Add half your shields enhancement bonus when using Saving Shield, Use Bodyguard to improve your allies Reflex saving throw, Use Bodyguard and Vanguard Style with the same action, Any two style feats from different styles, base attack bonus +6, weapon training class feature with a melee weapon, Do ability damage or fatigue prone foe when you deal at least 10 points of damage to it with a natural weapon or unarmed strike, Decrease a foe's speed when you deal at least 10 points of damage with an attack of opportunity, Gain a +2 bonus on trip attempts you make as part of an attack of opportunity. Some inquisitors are adept at appearing harmless until they throw off their unassuming facades and take their enemies by surprise. You appear to be standing still, even when you take some actions. A variant of the Dark theme, with stronger color contrast. Absorbs 12 points/level of damage from one kind of energy. Makes 2 creatures pass Will saves in order to attack each other. Patron Spells; Familiar; 1st-level Hex; 4th-level Hex; 8th-level Hex. Prevent a corpse from becoming an undead. Telekinetic Maneuver: Perform a telekinetic combat maneuver. Summoner Surrounds the target with layers of force. Targets are panicked, and you gain temporary hit points. Paralyzes creatures listening to your song. Creates permanent brand on target creature. Inflict a curse of the roiling sea upon the target, making it permanently sickened. Cone of silver darts deals 1d6 piercing damage/level, more against unarmored targets. Your ability to smite evil also entangles your foe. Exchange services with a 6 HD extraplanar creature. Harms and possibly blinds evil creatures (1d8 damage/2 levels). The target becomes flexible regardless of its actual size and mass. Allows the use of lay on hands while falling unconscious. Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. You create a fist-sized rock that flies toward one enemy. Inflict touch spell upon creature that attacks you. Summon Monster 4: Summons extraplanar creature to fight for you. Target's shadow becomes a flexible tether to its current square. A single evil creature takes more damage from creatures with a good aura. You take the form and some of the powers of a Small or Medium animal. Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round. It attacks your opponents to the best of its ability. A sea witchs affinities are tied to the vast oceans and the rolling waves. Alignment; Familiar; 1st-level Hex; 10-level Major Hex. Those inquisitors known as suit seekers take grave offense at the misuse of this ancient power, and dedicate their considerable skills to hunting and eliminating any who would abuse the harrows magic and the heritage it represents. Erase a portion of the target's mind and experiences, inflicting negative levels. Weapon becomes good, evil, lawful, or chaotic. Harms and dazes chaotic creatures (1d8 damage/2 levels). Sheet of ice slowly spreads outward on a horizontal surface. You call forth mighty winds to clear a path ahead of you. Deals 2d10 damage/round to freestanding structure. Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels (max 3). Trap creatures in a veiled mindscape permanently, causing their bodies to waste away in the real world. School conjuration (summoning) [see text]; Level bard 1, cleric 1, sorcerer/wizard 1, Components V, S, F/DF (a tiny bag and a small candle). Touch attack makes a construct helpless for 1 round/level. Gives +2 bonus on attack rolls, saves, skill checks. Arrow deals damage as your unarmed strike. Take the form and some of the powers of a Small or Medium monstrous humanoid. You can pass a weaker version of your mutagen to another creature. Deafens all within cone and deals 5d6 sonic damage. Target doesn't provoke attacks of opportunity with unarmed strikes. Touch attack, 4d8 damage + 1/level (max +20). 4th-level Hex; 8th-level Hex; 10th-level Major Hex. 2d4 berries each cure 1 hp (max 8 hp/24 hours). Grants eidolon two evolutions with a total of 6 evolution points. 1st, 2nd, 4th, 8th, 10th, 12th, 14th, and 20th--level Hexes. Invisible floating eye moves 30 ft./round. Spellcasting; Hexes; Familiar; 1st-level Hex. Target's attitude worsens by two categories. Tread unsteadily on air, with limitations. Target takes 1d6 nonlethal damage; you gain an. 25 Summon Monster I (Sp): At 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Inscribes a personal rune on an object or creature (visible or invisible). Trap an incorporeal creature or a haunt in a mirror. Cold darkness paralyzes and deals damage. Read surface thoughts to learn information about a subject. Create a masterwork weapon made of frozen holy water. Unarmed attacks deal slashing damage, force a creature to release a grappled ally. Lets you see all things as they really are. Create a whip of water that you wield as a weapon. Toggle Theme. Mentally deal 1d6 points of damage per level. 3rd Level Read the target's mind to learn about its family. 9th Level Kills, paralyzes, staggers, or deafens nonlawful targets. You transform the target half-orc into a full-blooded orc. 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