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|5th level||Slots: 3, DC 21||Size Modifier Table||carrying||quadruped|
put a spell in the staff (Siphon Might is good)
|Level Up:||- roll hd||Spell Name||Comp.||Description||Source||1||Spell Name||Comp.||Description||Source||Colossal||-8||16||24|
|Name||Level||Class||Race||Alignment||Age||Height||Weight||Gender||Physical Description||concoct another Negate Poison|
- pick skill points
Enhances a small handful of food to feed a creature for a day.
Air Walk, Communal
As air walk, but you may divide the duration among creatures touched.
|Fir||10||Druid||Vine Leshy||Neutral||19||3'||20lbs||Slightly female||Twisty vines and leaves, slightly humanoid in shape||hand out cures|
- pick favored class
Your animal companion’s bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round.
One animal doubles in size.
|New goal in life:||Have a dragon ask me for orders|
- check awesome powers
A living touched target contracts an advanced form of scurvy.
Aspect of the Wolf
|ABILITIES||Score||Modifier||Net SKILL Checks|
SPELLS, SPECIAL ABILITIES, & USEABLE ITEMS
|- pick feat||Air Bubble|
Creates a small pocket of air around your head or an object.
Removes burden of misdeeds from subject.
- write new spells down
Increase/decrease strength of natural winds.
Animal or tree gains human intellect.
|2/day (A.P.)||Plantspeech||speak-with-plants, continual|
- make some infusion plans
Triples carrying capacity of a creature.
Transforms subject into harmless animal.
|Constitution||17||3||Bluff||-1||Change Shape||swift action, transform to/out vine||sight||Darkvision & Low-Light Vision|
- decide what, if anything, to buy
Aspect of the Falcon
Gives bonuses on Perception checks and ranged attacks.
Blessing of the Salamander
Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
|Intelligence||10||0||Climb||1||10||Enemy of Blight||ignore magic overgrown 14r/day||Trackless Step||Leave no trail in nature||- prep spells|
Aspect of the Nightingale
You gain a +2 competence bonus on Perform (sing) checks and a +2 competence bonus on Diplomacy checks. Once per minute, if you are subject to a charm effect that allows a saving throw, you may roll twice and take the more favorable result.
When a target is harmed, so is the target’s relative.
|Wisdom||25||7||Craft (alchemy)||12||1||Grapevine||Goodberry once/day; 2d4|
|Ignore non-magic overgrown||Blend|
Gain a bonus to Stealth and make checks without cover or concealment. Elfonly.
As callback but with increased range.
|Charisma||8||-1||Diplomacy||-1||W.S. Guide 1||W.S. Guide 2||Wild Shape||10hr, 4/day||Wild Empathy||1d20+9, 1min, 30ft||Bristle|
Trade natural armor bonus for a bonus on attacks with natural weapons.
Call Lightning Storm
As call lightning, but 5d6 damage per bolt.
Disable Device (T)
lift, color, clean, soil, chill, warm, flavor, create
immune to all poisons
A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Create a trap from stalactites and stalagmites.
|Disguise||-1||2||Produce Flame||Open:||Call Animal|
Calls the nearest wild animal of the designated type with CR equal to or less than your caster level.
Commune with Nature
Learn about terrain for 1 mile/level.
|COMBAT SUMMARY||Escape Artist||-2.0||Orisons (4)||Verbal||Somatic||M/DF||1||Level 3||Slots: 4 DC: 20||Verbal||Somatic||M/DF||Calm Animals|
Calms 2d4 + level HD of animals.
Swap places with your animal companion, familiar, or spirit animal via teleportation.
|Offense||Fly||2||1||Create Water||20 gal, 50 ft||su||snap||-|
10bolts, 200ft, 3d6 (or 3d10), Refl half, 10min
Makes one animal your friend.
Infect a subject with a magical disease.
|Speed||15||Handle Animal (T)||-1||Detect Magic||60ft, C to 10min||sehrli||eye-point-out||-|
|2d8+1/L (max 10)||mualice daha|
A wild surge of energy courses through your body and propels you into a sprint.
Changes wind direction and speed.
|PZO1110||Weapon Types Lookup Table|
|Init||2||Heal||13||1||Stabilize||50ft||sabitdir||hand-flat||-||1||Ice Spears||5ft-sq, 4d6&+17cmb to trip, Ref /2, 50ft||buz nize|
M: small stalagmite-shaped crystal
Cloak of Shade
Reduces effects of sun exposure and heat.
Cure Critical Wounds
Cures 4d8 damage + 1/level (max +20).
|Melee attack||+11/+6||Intimidate||-1||Light||touch, 100min||isiq||-||DF||Steal Size|
w/ Shill, 2d6 dmg, +2 Str, -2 Dex, -1 att/AC
M: a piece of iron shaped like a scale tray
Commune with Birds
You can ask birds a question.
You ward an area’s shadows such that light cannot penetrate them.
|Ranged attack||+10/+5||K. Arcana (T)||0||1|
|self||simal||compass-circle||-||Aqueous Orb||10ft-diam, 200ft, 10r, 2d6, Ref||su topu||water-on-bead|
M: a drop of water and a glass bead
Cure Light Wounds
Cures 1d8 damage + 1/level (max +5).
Grants bonuses against death spells and negative energy.
|Quarterstaff||+12, 1d4 + 5||K. Engineering (T)||0||Guidance||touch, 10min, +1 attack,save,skill||rehberlik|
Lily Pad Stride
Ruins ammunition loaded in the targeted firearm.
You gain a deflection bonus to AC vs. attacks from creatures with a neutral component to their alignment, you may banish such creatures, and you automatically dispel any one enchantment spell cast by such a creature.
|Shill. staff||1d8 + 5||K. Dungeon (T)||0||1||Mending||10min cast, 10ft, 10lb||temir||zip-up (pinch)||-|
Gain +4 sacred bonus on all Survival checks and do not have to move at 1/2 speed while traveling through wilderness or while tracking.
Entice Fey, Lesser
Entice service from a fey of 6 Hit Dice or fewer.
|CMB||9||K. Geography (T)||4|
Turn a corpse into a clean skeleton.
|PZO1117||Fey Form II|
Assume the form of a Tiny or Large fey creature.
Bow (not crossbow)
|Defense||K. History (T)||0||Open slots:||Level 1||Slots: 6 DC: 18||Verbal||Somatic||M/DF|
Resist Energy, Communal
Reveals presence of aberrations.
Wind walls selectively block attacks.
|AC||25||K. Local (T)||0||pearl||1||Entangle||40ft-rad, Refl, 800ft, 10min||tutmaq||claw-grab||DF|
|2d6+distraction & disarm/steal attempt|
Detect Animals or Plants
Detects kinds of animals or plants.
Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level.
|flat-footed||23||K. Nature (T)||11|
|r/m touch, 1d6+5, 10 (min or attacks)||alov||1-finger-flick||-||Stone Shape|
Detect Snares and Pits
Reveals natural or primitive traps.
Gain your choice of genie-themed powers.
|touch||16||K. Nobility (T)||0||Shillelagh||10min, +1attack/dmg, 1d8||mubarize||sword-slice||DF||1||Insect Spies|
Detect the Faithful
You can detect other worshipers of your deity.
Glimpse of Truth
Gain true seeing for 1 round.
|CMD||21||K. Religion (T)||0||1||Ice Armor||1min cast, 10h, fire dmg lower armor by 1||zireh||shiver|
F: 5 gallons water
Detect and identify diseases.
Transform an half-orc into a full-blooded orc.
|Fort||12||K. Planes (T)||0||Faerie Fire||5ft-rad, 800ft, 10min, outline invis||peri||eye-swipe||DF|
Feather Step, Mass
Target awakens from normal rest as if ate and drank a nutritious meal.
Designates location as holy.
melee touch, 1d6+10+fatigue (-2Str/Dex)
Share Language, Communal
Cause a sound to repeat itself.
Quicken a soul’s journey to judgment— hampering resurrection or weakening undead foes.
|20ft-rad, 0ft, 10min, miss chances||duman|
Slow the metabolism and other bodily functions of a creature for a short amount of time.
The ground attempts to pull creatures beneath its surface as if hungry for the flesh of mortals.
|PZO1130||Load Lookup Table (upper limit of each category)|
Detect Snares and Pits
|60ft cone, C to 100min||teleye tapin|
|-||0||Level 4||Slots: 4 DC: 21||Verbal||Somatic||M/DF|
Exist comfortably in hot or cold regions.
Wasp swarms attack creatures.
|PZO1110||Strength Score||Light Load||Medium Load||Heavy Load|
|HP (current)||Profession (T)||7|
|3x3x40wall, DC 5 Climb, 50ft, instant||qurmaq||drag-up|
M: a handful of earth or stone
|Aerial Tracks||track flying, med, hr/L,||x||x|
Aspect of the Stag
+2 AC, speed +20, difficult terrain ok, antler attack if provoke AOO
Plants entangle everyone in 40-ft. radius.
You merge your mind into the jungle’s social hierarchy, mystically establishing yourself as a master of wild beasts and an apex predator.
|5ft cube, 50ft, instant||qazmaq||smoosh-down|
M: a tiny shovel
|Air Walk||touch, 10m/L, walk on air||x||x||DF||Cape of Wasps|
partial concealment against ranged; deal damage to melee; or fly speed
You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet).
You can mold the ephemeral substance of the Outer Planes, mutating one summoned creature that you control to better suit your needs
|Sense Motive||7||Cure Light||1d8+5, touch||mualice|
taking piercing/slashing dmg deals d6/L acid blood dmg
Moves 5-ft. cubes of earth.
This spell redirects the flow of water in the ground toward the surface at the designated point, creating a permanent water source similar to a natural spring. The spring discharges 5 gallons of pure drinking water per caster level each hour.
Sleight of Hand (T)
|Will neg, 10h, 50ft||cazibesi|
give animal INT to deliver message/object
become gas and fly
Outlines subjects with light, canceling blur, concealment, and the like.
Old Salt’s Curse
Target becomes permanently sickened and is staggered at sea.
|Common||Spellcraft (T)||4||Calm Animals||2d4+10HD in 30ft, Will, 10min, 50ft||sakit|
|nearby tree attacks enemies||Echolocation||blindsight||Feather Step|
Ignore movement penalty in difficult terrain.
As cure serious wounds, but leave behind a latent venom.
|Sylvan||Stealth||2||1||Snowball||Negate Aroma||Tears to Wine|
DR 5/magic, fire resist 10
A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies).
Raise Animal Companion
As raise dead, but on an animal.
|Druidic||Survival||11||Open Slots:||1||Level 2||Slots: 5 DC: 19||Verbal||Somatic||M/DF|
prot from fire; can use up protection to heal
As flare, but all creatures within 10 ft.
Release The Hounds
Summon a pack of canines that respond to your commands and act in perfect unison, causing them to function like a swarm.
|5ft-diam, 3d6, Refl, 20%miss, 10r, 200ft||firtina||jiggy-fingers-up||DF|
Cape of Wasps
(range isn't personal, it's 10 ft. around you)
Target takes cold damage and is fatigued.
Reconstruct past events from a set of tracks.
|UMD (T)||-1||1||Ironskin||+6 enh to natural, 10min, self||demir||fist on arm||DF|
|become another person||Thorn Body|
natural attacks are dealt 1d6+1/CL dmg
Light wind protects one target from clouds, gases, heat, and vapors.
Marked target is shunned by your religion.
20ft-rad, 200ft, 10r, Fort or fascinate, material
blow on shroom
M: rare mushrooms worth 5 gp
Vermin Shape II
polymorph into vermin, Large to Tiny
2d4 berries each cure 1 hp (max 8 hp/24 hours).
Dead creature cannot be revived.
|10min, melee v.t, 1d8+5||ilahi silah|
hand up to grab
Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Transforms wood into snakes to fight for you.
|1||Spore Burst||20ft-rad, Fort or sick 1d6 r, plant/me||gobelek||pinch shroom|
M: a tiny puffball mushroom
Your recall and ability to process information improve.
You place your soul into the body of your familiar, and your familiar’s soul is placed in your body.
|1||Stone Call||40ft-rad, 200ft, 10r, 2d6, instant||das||beckon sky||DF||Creeping Ice||760|
Discover a temporary spring of fresh, flowing water.
Grants DR 10/adamantine.
|Stone Discus||2discus, ranged attack, 4d6||deyirmi|
M: a pinch of earth or metal
Hide from Animals
Animals can’t perceive one subject/level.
Sturdy Tree Fort
Create a tree with a defensive fort within it.
|Beastspeak||10min, speak & cast while in animal form||-||tap mouth||DF|
Explosion of Rot
Call forth a burst of decay that damages and can stagger targets.
Wave of water bull rushes an enemy.
Summon Nature’s Ally V
Summons creature to fight.
|Ice Slick||5ft-rad, 1d6+10+prone, 10min, 50ft||buz|
breathe on hand
You focus your mind on blocking out pain, allowing your body to endure punishments that would be otherwise unbearable.
You create a suit of armor made of ice which offers the same protection as a breastplate, except it has hardness 0 and 30 hit points.
Protect yourself from ingested poison, then spit it out in a cone.
Whip of Spiders
|melee v.t, 1d6+poison+distraction, 10r||orumcekler||whip hand||DF||x||Flame Strike|
Smites foes with divine fire (1d6/level damage).
Curse target with a distracting, unbearable itch.
Appear older or younger.
|Glide||self, glide down, standard cast||surusmek||flap hands||DF|
Flaming Sphere, Greater
Rolling ball of fire deals 6d6 fire damage and ignites targets.
Subject gets bonus on Acrobatics checks.
Create a surge of water to bludgeon foes and extinguish fires.
Endure Elements, Communal
Sense the location of a distant target that is near a plant or fungus.
Gain +2 Perception and low-light vision.
Touch of Slumber
A touched creature with an attitude toward you of indifferent or better (and not hostile toward your visible allies) must succeed a Will save or fall asleep.
Freedom of Movement
Subject moves normally despite impediments to movement.
Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Transmute Mud to Rock
Transforms two 10-ft. cubes per level.
Creates a geyser of boiling water.
Your speed increases by 10 ft.
Transmute Rock to Mud
Transforms two 10-ft. cubes per level.
|EQUIPMENT||Starting Gold||5250||Spent Gold||4941.63|
Turns centipedes, scorpions, or spiders into giant vermin.
One natural weapon of subject creature gets +1 on attack and damage rolls.
Step from one tree to another far away.
Globe of Tranquil Water
Upon casting this spell, a rippling bubble of calm water extends outward from you to a radius of 20 feet and remains centered on you when you move.
Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Designates location as unholy.
Grove of Respite
Creates trees and a small spring.
If target and opponent are touching water +1 bonus on attack and damage rolls, otherwise -4.
Vile Dog Transformation
Transform ordinary dogs into fiendish minions.
As protection from energy, but can spend 12 points of energy absorption to heal 1d8.
Mighty Fist of the Earth
Make an unarmed strike attack roll against a target at distance.
|PZO1121||Wall of Fire|
Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Max Dex Bonus
|Armor Bonus||ACP||Speed limit||Active?||Heavy Water|
You cause a volume of water to become heavier than normal.
Gain a climb speed and a swim speed of 10 ft. for a time.
|PZO1129||Wall of Light|
An immobile curtain of blinding light blocks line of sight and sheds light to a range of 60 ft. in all directions. Creatures from the Plane of Shadow gain negative levels while within 5 ft, of the wall.
|armor||ice spell||15||No||3||6||-4||15||Yes||Ice Storm|
Hail deals 5d6 damage in cylinder 40 ft. across.
Range touch attack that cause the target to be blinded.
Wall of Thorns
Thorns damage anyone who tries to pass.
You channel planar energy into a summoned creature. This spell can be cast as an immediate action when a summoned creature you control drops to 0 or fewer hit points.
The target instinctively knows the shortest, easiest, and fastest way through the wilderness.
Whip of Centipedes
Create a whip made of poisonous centipedes.
Kiss of the First World
Grant living creatures enhanced life or undead creatures debilitating conditions.
Poisonous stinger deals 1d2 damage and sickens target.
|Belt Slot||No||Life Blast|
Drain life from local vegetation to launch a blast of positive energy.
Subject cannot be tracked by scent.
|Body Slot||No||Life Bubble|
Protects from environmental effects.
Gain a deflection bonus to AC and CMD equal to your Cha bonus.
The object you target becomes a liquid version of itself.
Fog surrounds you.
You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space
Make it harder to detect a poison or a venomous creature.
Subject is enraged and confused.
Pass without Trace
One subject/level leaves no tracks.
Converts the surface of the ground into molten glass.
1d6 damage + 1/level, touch or thrown.
target’s attacks carry filth fever.
Ray of Sickening
Ray makes the subject sickened.
|Headband||No||bag of holding||-2500||869.37|
Protection from Energy, Communal
As protection from energy, but you may divide the duration among creatures touched.
You can forecast the weather at your location for the next 48 hours.
Brings dead subject back in a random body.
Recharge Innate Magic
Regain one use of all 0 and 1st-level spell-like abilities of a racial trait.
Insects, spiders, and other vermin stay 10 ft. away.
Suppress disease, nausea, and the sickened condition.
Ride the Waves
Target can breathe water and swim.
Skeletal corpse grows flesh.
|-1000||9848.37||River of Wind|
Creates wind that causes nonlethal damageand can knock down or push creatures.
Rite of Bodily Purity
You energize your body’s immune system, improving your ability to resist toxins and ailments.
Your touch corrodes iron and alloys.
Rite of Centered Mind
You heighten your awareness of your own thoughts, allowing you to more easily resist outside influences.
Rope, hemp, 30ft
|1||6||Yes||loot from hobs||16.6||1564.97||Scrying||F|
Spies on subject from a distance.
Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.
You and your mount adapt to an aquaticenvironment.
Throw a conjured ball of snow at a target.
You open the minds of all creatures near you and enhance their sensory receptors.
As stone shape except with snow. You can create simple weapons composed of ice that last for 24 hours before melting.
spell com. pouch
|5||2||No||toll & map||-0.2||5889.77||Slowing Mud|
Targets are covered in mud that blinds them and acts like slow.
Speak with Animals
You can communicate with animals.
* starred items are carried on Fir's belt instead of in the sack
Creatures in area take 1d8 damage, may also be slowed.
For the duration of the spell, all spells from your domain list that are cast within the affected area have their caster level increased by 1, and all spellcasters casting such spells receive a +4 insight bonus on their concentration checks for those spells only.
|vials (1g ea)||35||-||No||35||5889.77||Strong Jaw|
Natural attacks deal damage as if dealt by creature two sizes larger.
Your unarmed strikes are lethal.
Summon Nature’s Ally IV
Summons creature to fight.
A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice.
|cauldr. of brew.||3000||5||Yes||5889.77||Thorn Body|
Your attackers take 1d6 +1 damage/level.
Summon Minor Ally
Summon 1d3 Tiny animals.
waterpr. herb bag
Touch of Slime
Touch infests a target with green slime.
Summon Nature’s Ally I
Summons creature to fight.
|*||EC shrooms||50||0||No||10||True Form|
Removes polymorph effects.
Tears to Wine
This spell turns nonmagic liquids into mead or wine of average quality.
|*||pearl of power||1000||-||No|
Vermin Shape II
As vermin shape, but Tiny or Large.
Wield a javelin that sickens opponents when it strikes.
Hot rocks deal 5d6 damage.
Trip one creature within range.
|*||thieves' tools||30||1||No||Warp Metal|
Cause metal to bend and warp, permanently destroying its straightness, form, and strength.
Touch of Bloodletting
This spell causes existing wounds on a target to bleed profusely.
reincarnate oils (1)
You place a scrying sensor on your animal companion or familiar.
Touch of the Sea
Swim speed becomes 30 ft.
Eyes of the Eagle
Wand of Cure Moderate (40 charges)
Zone of Foul Flames
Creatures in zone take damage from their own fire spells; makes casting fire spells difficult.
You treat the DCs of all Survival checks made to track a target as if 5 lower than normal, and gain a +5 bonus on Perception checks to notice the target if it is using Stealth or to recognize it if it is using Disguise.
Grease Grease (oil)
Wand of Cure Moderate (40 charges)
A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result.
2 Cure Light potions
Create a rustling distraction to hide.
Dust of Darkness (grants concealment)
Water blunts one incoming attack or fire effect.
Targeted firearm’s ammunition halves the firearm’s range and imposes a –2 penalty on damage rolls.
End. Elem. Comm
Gain a bonus to Knowledge checks about your environment from the land itself. Elf only.
|Lesser Rest. (3)||75||No|
|Slipstream||75||No||2nd Level||Spell Name||Comp.||Description||Source|
|Air Bubble (10)||300||No||4|
Targets gain the ability to breathe water but can no longer breathe air.
Hastens targeted poison’s onset.
Spider Climb, Communal
Gain bonuses when you’re interacting with animals.
Neutralize Poison (3)
Flying storm cloud deals 3d6 electricity damage.