Monkey
Monkey
Monkey
CON 12 +1 12 +1 TOTAL FLAT TOUCH BASE ARMOR SHIELD STAT SIZE DODGE Morale Insight Sacred Profane MISC
NATURAL DEFLEC-
ARMOR TION
BONUS BONUS
INITIATIVE +11 = +5
Constitution
INT
+
+6 10 +0 0
14 +2 14 +2 modifier
Intelligence TOTAL DEX MISC MISS Arcane ARMOR SPELL ACID COLD ELECT. FIRE
MODIFIER MODIFIER CHANCE Spell CHECK RESIST RESIST RESIST RESIST RESIST
WIS 16 +3 16 +3 Failure PENALTY
Wisdom Encumbrance Light TOTAL SKILLPOINTS: 64
SKILLS MAX RANKS: 8/8
CMB +8/+3 +8/+3 +8/+3 +8/+3 +8 +8 ✓ Survival (Follow or identify tracks) WIS 18 = 3 + 8 + 7
✓ Swim STR 0 = 0
CMD 24 24 24 24 24 24 = + +
DIRTY TRICK DRAG REPOSITION STEAL
CMB +8 +8 +8 +8 = + +
✓: can be used untrained. ✗: exclusive skills. *: Skill Mastery.
CMD 24 24 24 24
Conditional Skill Modifiers:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
(nonlethal only) +8/+3 1d3 20/x2 5 ft. You gain a +4 bonus on Bluff, Knowledge, Perception, Sense
Special Properties: Motive, and Survival checks against constructs.
+4 bonus on Swim checks made to resist nonlethal damage
*+1 Longbow (Endless Ammunition) HAND TYPE SIZE CRITICAL REACH
from exhaustion; Constitution checks made to continue running,
Both P M 20/x3 5 ft.
Range: 30 ft. To Hit: +14/+9 Damage: 1d8+1 to avoid nonlethal damage from a forced march, to hold your
100 ft. 200 ft. 300 ft. 400 ft. 500 ft. breath, and to avoid nonlethal damage from starvation or thirst;
TH +14/+9 +12/+7 +10/+5 +8/+3 +6/+1 Fortitude saves made to avoid nonlethal damage from hot or
Dam 1d8+1 1d8+1 1d8+1 1d8+1 1d8+1 cold environments and to resist damage from suffocation.
600 ft. 700 ft. 800 ft. 900 ft. 1000 ft.
TH +4/-1 +2/-3 +0/-5 -2/-7 -4/-9 You gain a +4 bonus on Knowledge (Geography), Perception,
Dam 1d8+1 1d8+1 1d8+1 1d8+1 1d8+1 Stealth, and Survival checks, Initiative checks and cannot be
Special Properties: Each time an endless ammunition weapon is nocked, a single nonmagical tracked in forest terrain
arrow or bolt is spontaneously created by the magic, so the weapon's wielder never needs to You gain a +2 bonus on Knowledge (Geography), Perception,
load the weapon with ammunition.
Stealth, and Survival checks, Initiative checks and cannot be
*: weapon is equipped
tracked in urban terrain
1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand
(off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks against monstrous humanoids.
ARMOR TYPE AC MAXDEX CHECK SPELL FAILURE
Character: monkey PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: Created using PCGen v6.08.00 RC1 on Dec 9, 2018 at 12:09:58 AM Page 1
EQUIPMENT style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level,
ITEM LOCATION QTY WT / COST he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds
Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-
+1 Longbow (Endless Ammunition) Equipped 1 3 / 18,375
Each time an endless ammunition weapon is nocked, a single nonmagical arrow or bolt is spontaneously created
weapon combat, he can choose from the following list whenever he gains a
by the magic, so the weapon's wielder never needs to load the weapon with ammunition. combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-
Ring of Protection +1 Equipped 1 0 / 2,000 Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 1,000 gp, Construction Requirements: Forge Ring, Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting
shield of faith, caster must be of a level at least three times the bonus of the ring, Slot: ring and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats
Belt of Incredible Dexterity +2 Equipped 1 1 / 4,000 apply only when he wears light, medium, or no armor. He loses all benefits of his
Aura: moderate transmutation, Caster Level: 8th, Construction Cost: 2,000 gp, Construction Requirements: Craft combat style feats when wearing heavy armor. Once a ranger selects a combat
Wondrous Item, cat's grace, Slot: belt
style, it cannot be changed.
Cloak of Resistance +2 Equipped 1 1 / 4,000
Aura: faint abjuration, Caster Level: 5th, Construction Cost: 2,000 gp, Construction Requirements: Craft Wondrous
Favored Terrain (Forest) (Ex) [Paizo Inc. - Core
Item, resistance, creator's caster level must be at least three times the cloak's bonus, Slot: shoulders Rulebook, p.65]
+2 Leather Armor Equipped 1 15 / 4,160 You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and
Backpack, Common Equipped 1 2/2 Survival checks when using these skills in forest terrain (coniferous and
11 lbs., 10 Grappling Arrow, 1 Arrows, Whistling (20), 1 Blunt Arrows (20) deciduous). Likewise, you get a +4 bonus on initiative checks when in this terrain.
Grappling Arrow Backpack, 10 0.5 (5) / 1 (10) If you desire, you leave no trail in this terrain and cannot be tracked.
Common Favored Terrain (Urban) (Ex) [Paizo Inc. - Core
A small grappling hook designed to be tied to a silk rope and fired from a bow. When fired, it has a range Rulebook, p.65]
increment of 30 feet.
Arrows, Whistling (20) Backpack, 1 3/2 You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and
Common Survival checks when using these skills in urban terrain (buildings, streets, and
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ sewers). Likewise, you get a +2 bonus on initiative checks when in this terrain. If
Load keening sound audible within 500 ft of flight path
Blunt Arrows (20) Backpack, 1 3/2 you desire, you leave no trail in this terrain and cannot be tracked.
Common Nimble (Ex) [Paizo Inc. - Bestiary 3,
❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏ ❏❏❏❏❏
p.206]
Splintercloud Arrow Equipped 2 0 (0) / 60 (120)
Vanara have a +2 racial bonus Acrobatics and Stealth checks.
❏❏
Swift Tracker (Ex) [Paizo Inc. - Core
❏❏
Rulebook, p.67]
Tangleshot Arrow Equipped 2 0 (0) / 60 (120)
You can move at your normal speed while using Survival to follow tracks without
❏❏ taking the normal -5 penalty. You take only a -10 penalty (instead of the normal
❏❏ -20) when moving at up to twice normal speed while tracking.
Raining Arrow Equipped 2 0 (0) / 60 (120)
Track (Ex) [Paizo Inc. - Core
❏❏ Rulebook, p.64]
❏❏ You gain +4 to Survival checks made to follow tracks.
TOTAL WEIGHT CARRIED/VALUE 33 lbs. 32,911gp
Wild Empathy (Ex) [Paizo Inc. - Core
WEIGHT ALLOWANCE Rulebook, p.50/64]
Light 33 Medium 66 Heavy 100 You can improve the attitude of an animal. This ability functions just like
Lift over head 100 Lift off ground 200 Push / Drag 500 Diplomacy check made to improve the attitude of a person. You roll 1d20+8 to
determine the Wild Empathy check result. The typical domestic animal has a
MONEY starting attitude of indifferent, while wild animals are usually unfriendly. To use
Total= 0 gp [Unspent Funds = 89 gp] Wild Empathy, you and the animal must be within 30 feet of one another under
normal circumstances. Generally, influencing an animal in this way takes 1 minute,
MAGIC but as with influencing people, it might take more or less time. You can use this
Languages ability to influence a magical beast with an Intelligence score of 1 or 2, but you
Common, Elven, Sylvan, Vanaran take a -4 penalty on the check.
Woodland Stride (Ex) [Paizo Inc. - Core
Other Companions Rulebook]
You may move through any sort of magical undergrowth (such as natural thorns,
Traits briars, overgrown areas, and similar terrains) at your normal speed and without
Focused Disciple [Paizo Publishing - taking damage or suffering any other impairment. Thorns, briars, and overgrown
Ultimate Campaign] areas that have been magically manipulated to impede motion, however, still
When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on affect you.
saving throws against charm and compulsion effects.
Reactionary [Paizo Inc. - Advanced Feats
Player's Guide, p.328] Deadly Aim [Paizo Inc. - Core
You were bullied often as a child, but never quite developed an offensive Rulebook, p.121]
response. Instead, you became adept at anticipating sudden attacks and reacting You can make exceptionally deadly ranged attacks by pinpointing a foe's weak
to danger quickly. You gain a +2 trait bonus on Initiative checks. spot, at the expense of making the attack less likely to succeed.
You can choose to take a -3 penalty on all ranged attack rolls to gain a +6 bonus
Special Attacks on all ranged damage rolls. You must choose to use this feat before making an
Construct (Ex) [Paizo Inc. - Core attack roll and its effects last until your next turn. The bonus damage does not
Rulebook, p.64] apply to touch attacks or effects that do not deal hit point damage.
You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival Hammer the Gap [Paizo Inc. - Ultimate
checks when using these skills against constructs. Likewise, you get a +4 bonus Combat, p.103]
on weapon attack and damage rolls against such creatures. You may make You repeatedly strike the same location, causing increasing amounts of damage.
Knowledge Skill checks untrained to identify such creatures.
When you take a full-attack action, each consecutive hit against the same
Monstrous Humanoid (Ex) [Paizo Inc. - Core opponent deals extra damage equal to the number of previous consecutive hits
Rulebook, p.64] you have made against that opponent this turn. This damage is multiplied on a
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival critical hit.
checks when using these skills against monstrous humanoids. Likewise, you get Improved Initiative [Paizo Inc. - Core
a +2 bonus on weapon attack and damage rolls against such creatures. You may Rulebook, p.127]
make Knowledge Skill checks untrained to identify such creatures.
Your quick reflexes allow you to react quickly to danger.
You get a +4 bonus on initiative checks.
Special Qualities
Opening Volley [Paizo Inc. - Ultimate
Animal Companion (Ex) [Paizo Inc. - Core
Combat, p.112]
Rulebook, p.51]
Your ranged assault leaves your foe disoriented and vulnerable to your melee
Climb Speed (Ex) [Paizo Inc. - Bestiary 3, attack.
p.206]
Whenever you deal damage with a ranged attack, you gain a +4 circumstance
You have Climb speed of 30 feet.
bonus on the next melee attack roll you make against the opponent. This attack
Combat Style Feat (Ex) [Paizo Inc. - Core must occur before the end of your next turn.
Rulebook, p.65]
Endurance [Paizo Inc. - Core
At 2nd level, a ranger must select one of two combat styles to pursue: archery Rulebook, p.112]
or two weapon combat. The ranger's expertise manifests in the form of bonus
Harsh conditions or long exertions do not easily tire you.
feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected
combat style, even if he does not have the normal prerequisites. If the ranger You gain a +4 bonus on the following checks and saves: Swim checks made to
selects archery, he can choose from the following list whenever he gains a combat resist nonlethal damage from exhaustion; Constitution checks made to continue
Character: monkey PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: Created using PCGen v6.08.00 RC1 on Dec 9, 2018 at 12:09:58 AM Page 2
running; Constitution checks made to avoid nonlethal damage from a forced
march; Constitution checks made to hold your breath; Constitution checks made
to avoid nonlethal damage from starvation or thirst; Fortitude saves made to
avoid nonlethal damage from hot or cold environments; and Fortitude saves
made to resist damage from suffocation. You may sleep in light or medium armor
without becoming fatigued.
Precise Shot (Granted) [Paizo Inc. - Core
Rulebook, p.131]
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee
without taking the standard -4 penalty on your attack roll.
Rapid Shot (Granted) [Paizo Inc. - Core
Rulebook, p.132]
You can make an additional ranged attack.
When making a full-attack action with a ranged weapon, you can fire one
additional time this round. All of your attack rolls take a -2 penalty when using
Rapid Shot.
Proficiencies
Aldori Dueling Sword, Amentum, Atlatl, Throwing Axe, Bardiche, Battle
Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blade Boot, Blowgun,
Boar Spear, Brass Knuckles, Nine Ring Broadsword, Butterfly Sword, Cat-
O'-Nine-Tails, Cestus, Chakram, Club, Combat Scabbard, Heavy Crossbow,
Light Crossbow, Dagger, Chain Dagger, Punching Dagger, Dart, Dogslicer,
Double Chicken Saber, Earth Breaker, Falchion, Light Flail, Heavy Flail, Gaff,
Gauntlet, Spiked Gauntlet, Gladius, Glaive, Glaive-Guisarme, Grapple, Greataxe,
Greatclub, Greatsword, Guisarme, Halberd, Light Hammer, Hanbo, Handaxe,
Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kasatha
Spinal Sword, Katana, Kerambit, Klar, Kukri, Lance, Longbow, Longspear,
Longsword, Lucerne Hammer, Lungchuan Tamo, Heavy Mace, Light Mace,
Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre
Hook, Heavy Pick, Light Pick, Pilum, Pliers, Poisoned Sand Tube, Quarterstaff,
Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore,
Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat,
Sickle, Skull, Sling, Spear, Boar Spear, Ray Spells, Touch Spells, Spiked Armor,
Splash Weapon, Stake, Starknife, Stingchuck, Switchblade Knife, Bastard
Sword, Short Sword, Tri-Point Double-Edged Sword, Sword Cane, Syringe
spear, Tepoztopilli, Terbutje, Great Terbutje, Tiger Fork, Tonfa, Trident, Tube
Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater
Light Crossbow, War Razor, Dwarven Waraxe, Warhammer, Wushu Dart
Character: monkey PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: Created using PCGen v6.08.00 RC1 on Dec 9, 2018 at 12:09:58 AM Page 3
Ranger Spells
LEVEL 0 1 2 3 4
PER DAY — 2 2 — —
Concentration +8
Character: monkey PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: Created using PCGen v6.08.00 RC1 on Dec 9, 2018 at 12:09:58 AM Page 4
Ranger Spells
❏❏❏❏❏ Longstrider Transmutation 1 standard action 5 hours [D] Personal CR:p.305
[V, S, M] TARGET: You; EFFECT: This spell gives you a +10 foot enhancement bonus to your base speed.
❏❏❏❏❏ Lose the Trail Illusion 1 standard action 5 hours[D] Close (35 ft.) FOC:p.28
[V, S] TARGET: 5 creatures; EFFECT: Obscure your tracks when fleeing from a pursuer. [SR:Yes; DC:14, Will negates (harmless)]
❏❏❏❏❏ Magic Fang Transmutation 1 standard action 5 minutes Touch CR:p.308
[V, S, DF] TARGET: Living creature touched; EFFECT: Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Negate Aroma Transmutation 1 standard action 5 hours [D] Close (35 ft.) APG:p.234
[V, S, M/DF] TARGET: 5 creatures or objects touched; EFFECT: Subject cannot be tracked by scent. [SR:Yes; DC:14, Fortitude negates]
❏❏❏❏❏ Pass without Trace Transmutation 1 standard action 5 hours [D] Touch CR:p.318
[V, S, DF] TARGET: 5 creatures touched; EFFECT: The subject or subjects of this spell do not leave footprints or a scent trail while moving. [SR:Yes (harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Read Magic Divination 1 standard action 50 minutes Personal CR:p.330
[V, S, F] TARGET: You; EFFECT: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
❏❏❏❏❏ Read Weather Divination 1 minute Instantaneous Personal FOB:p.28
[V, S, F] TARGET: You; EFFECT: Forecast the weather at your location for the next 48 hours.
❏❏❏❏❏ Residual Tracking Divination 1 minute Instantaneous Touch APG:p.238
[V, S, M] TARGET: footprint touched; EFFECT: Tell creature's appearance by footprint. [SR:No]
❏❏❏❏❏ Resist Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 50 minutes Touch CR:p.334
[V, S, DF] TARGET: Creature touched; EFFECT: This abjuration grants a creature limited protection from damage of whichever one of five energy types you select. [SR:Yes (harmless); DC:14, Fortitude negates (harmless)]
❏❏❏❏❏ Returning Weapon Conjuration (Teleportation) 1 standard action 5 minutes Close (35 ft.) UC:p.242
[V, S] TARGET: one weapon that can be thrown; EFFECT: Grants a weapon the returning special weapon quality. [SR:Yes (harmless, object); DC:14, Will negates (harmless, object)]
❏❏❏❏❏ Sculpted Cape Transmutation 1 standard action 5 minutes Personal AA2:p.21
[V,S,F] TARGET: You; EFFECT: Your cape, cloak, or shawl stiffens and maintains its shape even if removed. A sculpted cape has hardness 2 and 5 hit points, and it can support 5 pounds of weight. An unworn sculpted cape can provide
cover. [SR:No]
❏❏❏❏❏ Speak with Animals Divination 1 standard action 5 minutes Personal CR:p.346
[V, S] TARGET: You; EFFECT: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
❏❏❏❏❏ Summon Minor Ally Conjuration (Summoning) 1 round 5 rounds [D] Close (35 ft.) UM:p.241
[V, S, DF] TARGET: 1d3 summoned creatures; EFFECT: Summon 1d3 Tiny animals. [SR:No]
❏❏❏❏❏ Summon Nature's Ally I Conjuration (Summoning) 1 round 5 rounds [D] Close (35 ft.) CR:p.354
[V, S, DF] TARGET: One summoned creature; EFFECT: This spell summons to your side a natural creature [typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant]. [SR:No]
❏❏❏❏❏ Sun Metal Transmutation [Fire] 1 standard action 5 rounds [see text] Touch UC:p.245
[V, S] TARGET: one melee weapon; EFFECT: [SR:Yes (object); DC:14, Fortitude negates (object)]
❏❏❏❏❏ Tireless Pursuit Transmutation 1 standard action 5 hours [D] Personal APG:p.249
[V, S, M] TARGET: You; EFFECT: Ignore fatigue while hustling.
❏❏❏❏❏ Unbreakable Heart Enchantment (Compulsion) [Mind-Affecting]
1 standard action 5 rounds Close (35 ft.) ISWG:p.296
[V, S] TARGET: One creature; EFFECT: Creature gains +4 morale bonus on saves against mind-affecting effects that rely on negative emotions or that would force him to harm an ally. Supresses such effects already in place. [SR:Yes
(harmless); DC:14, Will negates (harmless)]
❏❏❏❏❏ Wartrain Mount Enchantment (Compulsion) [Mind-Affecting] 1 minute 5 hours Close (35 ft.) UM:p.248
[V, S, M] TARGET: One indifferent or friendly animal; EFFECT: Animal gains combat training. [SR:Yes]
Character: monkey PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: Created using PCGen v6.08.00 RC1 on Dec 9, 2018 at 12:09:58 AM Page 5
Ranger Spells
sickened. The mushrooms are Tiny and cannot provide cover, but they are fairly sturdy [AC 7, hp 30, break DC 20]. Creatures can move through squares containing mushrooms as normal. When destroyed, a mushroom evaporates and
releases one last cloud of spores. [SR:No; DC:15, Fortitude negates]
❏❏❏❏❏ Guiding Star Divination 1 minute 5 days [D] Personal APG:p.226
[V, S, M] TARGET: You; EFFECT: Know approximate distance from where you cast this spell.
❏❏❏❏❏ Hide Campsite Illusion (Glamer) 10 minutes 10 hours [D] Close (35 ft.) APG:p.227
[V, S, M] TARGET: one 20-ft. cube; EFFECT: Hides all traces of your campsite. [SR:No; DC:15, Will disbelief (if interacted with)]
❏❏❏❏❏ Hold Animal Enchantment (Compulsion) [Mind-Affecting] 5 rounds [D]; see text CR:p.296
[V, S] TARGET: One animal; EFFECT: This spell functions like hold person, except that it affects an animal instead of a humanoid. [SR:Yes; DC:15, Will negates; see text]
❏❏❏❏❏ Hunter's Eye Divination 1 standard action 5 minutes Medium (150 ft.) APG:p.228
[V, S, DF] TARGET: one creature; EFFECT: +20 on Perception checks to locate a target. [SR:Yes]
❏❏❏❏❏ Ice Slick Evocation [Cold] 1 standard action Instantaneous; see text Close (35 ft.) MC:69
[V,S] TARGET: 5-ft.-radius burst; EFFECT: You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice. Any creature in the area when the spell is cast takes 1d6+5 points of cold damage and falls
prone; creatures that succeed at a Reflex save take half damage and don't fall prone. Spell resistance applies to this initial effect. A creature can walk within or through the area of ice at half its normal speed with a successful DC 10
Acrobatics check. Failure by 4 or less means the creature can't move that round [and must succeed at a Reflex save or fall]; failure by 5 or more means it falls [see the Acrobatics skill on page 87 of the Pathfinder RPG Core Rulebook for
details]. Creatures that do not move on their turn do not need to attempt this check. A 5-foot square of ice has hardness 0 and 3 hit points. The ice is an instantaneous effect, but persists as nonmagical ice. Under temperate conditions,
the ice lasts 5 minutes. In tropical environments, it might last only half as long. In cold environments where ice and snow persist without melting, it could last indefinitely. [SR:See text; DC:15, Reflex partial; see text]
❏❏❏❏❏ Ironskin Transmutation [Earth] 1 standard action 5 minutes [D; see text] Personal MC:45
[V,S,DF/M] TARGET: You; EFFECT: Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus [if you do not have a natural armor bonus, you are
considered to have an effective natural armor bonus of +0]. This enhancement bonus increases by 1 for every 4 caster levels above 3rd, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent
confirms a critical hit or sneak attack against you with a physical weapon [not a spell or magical effect], you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is
not an action, but you must be conscious and aware of the attack to do so.
❏❏❏❏❏ Locate Weakness Divination 1 standard action 5 minutes Personal UC:p.236
[V, S, M/DF] TARGET: You; EFFECT: You roll damage twice when you roll damage for a critical hit and take the best damage.
❏❏❏❏❏ Lockjaw Transmutation 1 standard action 5 rounds Touch APG:p.232
[V, S, M] TARGET: creature touched; EFFECT: Gives creature grab ability with a natural attack. [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Owl's Wisdom Transmutation 1 standard action 5 minutes Touch CR:p.318
[V, S, M/DF] TARGET: Creature touched; EFFECT: The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom. [SR:Yes; DC:15, Will negates (harmless)]
❏❏❏❏❏ Perceive Cues Transmutation 1 standard action 50 minutes Personal APG:p.235
[V, S, M] TARGET: You; EFFECT: +5 Perception and Sense Motive 10 min./level.
❏❏❏❏❏ Protection from Energy Abjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
1 standard action 50 minutes or until discharged Touch CR:p.327
[V, S, DF] TARGET: Creature touched; EFFECT: Protection from energy grants temporary immunity to the type of energy you specify when you cast it. [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Protective Spirit Conjuration (Creation) 1 standard action 5 rounds Personal APG:p.237
[V, S, DF] TARGET: You; EFFECT: Protects from attacks of opportunity.
❏❏❏❏❏ Reloading Hands Conjuration (Creation) 1 standard action 5 rounds [D] Touch UC:p.242
[V, S] TARGET: projectile weapon touched; EFFECT: Loads a single shot into your weapon every round. [SR:Yes (object, harmless); DC:15, Will negates (object, harmless)]
❏❏❏❏❏ Restful Cloak Conjuration (Healing) 1 standard action 5 hours Personal AA2:p.21
[V,S,F] TARGET: You; EFFECT: A cloak you are wearing transforms into a canvas tent large enough to hold four Medium creatures, firmly pitched in a flat area adjacent to you [if there is no such area, this spell simply fails]. A creature
regains 1 hit point for each hour it rests in the tent, in addition to any other benefits of resting. Additionally, a fatigued creature resting within the tent for 1 hour loses the fatigued condition, but a creature cannot recover from being
fatigued more than once per casting of restful cloak. At the end of the spell's duration, the tent transforms back into a cloak. If the tent is moved prior to the expiration of the spell's duration, the spell immediately ends. [SR:No]
❏❏❏❏❏ Returning Weapon (Communal) Conjuration (Teleportation) 1 standard action 5 minutes Close (35 ft.) UC:p.243
[V, S] TARGET: weapons that can be thrown; EFFECT: As returning weapon, but you may divide the duration among weapons touched. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Ricochet Shot Evocation 1 standard action 5 rounds or until discharged Close (35 ft.) UC:p.243
[V, S, M] TARGET: one projectile weapon; EFFECT: Imbues a projectile weapon to give its ammunition the ability to ricochet. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Scale Spikes Transmutation 1 standard action 5 minutes Close (35 ft.) MC:141
[V,S,M/DF] TARGET: 5 living creatures-reptile, dragon type, or reptilian subtype-with a natural armor bonus of at least +1; EFFECT: When the target is affected by this spell, its scales grow jagged spikes. These spikes act like +1 armor
spikes. The subject is automatically considered proficient with these scale spikes. [SR:Yes (harmless); DC:15, Fort negates (harmless)]
❏❏❏❏❏ Sense Vitals Divination 1 standard action 5 rounds Personal DTT:p.31
[V,S,M] TARGET: You; EFFECT: This spell makes your eyes shine blood red and allows you to see the vital areas and weak points of creatures within 30 feet of you as a warm glow. This allows you to use any manufactured weapon to
make sneak attacks, as the rogue ability of the same name, dealing an additional 1d6 points of damage. This additional damage stacks with other sources of precision damage. [SR:No]
❏❏❏❏❏ Slipstream Conjuration, WaterSchool (Creation) [Water] 1 standard action 50 minutes [D] Touch APG:p.244
[V, S, M/DF] TARGET: creature touched; EFFECT: Wave boosts creature's speed. [SR:No; DC:15, Reflex negates (harmless)]
❏❏❏❏❏ Snare Transmutation 3 rounds Until triggered or broken Touch CR:p.344
[V, S, DF] TARGET: Touched nonmagical circle of vine, rope, or thong with a 12ft. diameter; EFFECT: This spell enables you to make a snare that functions as a magic trap. [SR:No]
❏❏❏❏❏ Speak with Plants Divination 1 standard action 5 minutes Personal CR:p.346
[V, S] TARGET: You; EFFECT: You can communicate with normal plants and plant creatures, and can ask questions of and receive answers from them.
❏❏❏❏❏ Spike Growth Transmutation 1 standard action 5 hours [D] Medium (150 ft.) CR:p.347
[V, S, DF] TARGET: 5 20-ft. squares; EFFECT: Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance. [SR:Yes; DC:15, Reflex partial]
❏❏❏❏❏ Stone Call Conjuration, EarthSchool (Creation) [Earth]1 standard action 5 rounds Medium (150 ft.) APG:p.247
[V, S, DF] TARGET: cylinder 40; EFFECT: 2d6 damage to all creatures in area. [SR:No]
❏❏❏❏❏ Summon Nature's Ally II Conjuration (Summoning) 1 round 5 rounds [D] Close (35 ft.) CR:p.354
[V, S, DF] TARGET: One summoned creature; EFFECT: This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind. [SR:No]
❏❏❏❏❏ Surefoot Boots Transmutation 1 standard action 5 rounds Personal AA2:p.21
[V,S,F] TARGET: You; EFFECT: You touch your boots, shoes, or other footwear and imbue them with the ability to find purchase on even the most treacherous ground. While the spell is in effect, the footwear's wearer treats any
Acrobatics skill check to balance as though the wearer had rolled a 20. [SR:No]
❏❏❏❏❏ Venomous Bite Transmutation [Poison] 1 standard action 5 rounds [D] Touch DTT:p.29
[V,S,M,DF] TARGET: Creature touched; EFFECT: When you touch the poison vial against the target creature and cast this spell, the vial drains and the target's teeth become envenomed with the same poison. The creature gains the
use of 1 doses of the poison. The creature gains immunity to that poison while this spell is in effect. The poison retains its normal properties, and this spell does not alter the DC to resist or cure the poison. Each successful bite attack
counts as an expended dose. When all the poison is used, the spell ends. If the target creature doesn't have a bite attack, or if the target's bite attack is already poisonous, the spell has no effect. If the target has multiple heads, the
spell affects only one bite attack. When this spell ends, any unused poison is harmlessly expelled from the target's mouth and cannot be used again. [SR:Yes (harmless); DC:15, Fortitude negates (harmless)]
❏❏❏❏❏ Versatile Weapon Transmutation [MetalSchool] 1 standard action 5 minutes Close (35 ft.) APG:p.254
[V, S, M] TARGET: one weapon or 50 projectiles, all of which must be together at the time of casting; EFFECT: Weapon bypasses some DR. [SR:Yes (harmless, object); DC:15, Will negates (harmless, object)]
❏❏❏❏❏ Water Walk (Communal) Transmutation [Water] 1 standard action 50 minutes [D] Touch UC:p.249
[V, S, DF] TARGET: creatures touched; EFFECT: As water walk, but you may divide the duration among creatures touched. [SR:Yes (harmless); DC:15, Will negates (harmless)]
❏❏❏❏❏ Web Shelter Conjuration (Creation) 1 minute 5 hours [D] Close (35 ft.) UM:p.249
[V, S, DF] TARGET: 5 ft.-10 ft. diameter web sphere or 5 ft.-20 ft. hemisphere; EFFECT: Create a comfortable shelter made of webbing. [SR:No]
❏❏❏❏❏ Wilderness Soldiers Transmutation 1 standard action 5 rounds 30ft. UC:p.249
[V, S] TARGET: 30-ft.-radius emanation, centered on you; EFFECT: Nearby plants aid you in combat. [SR:No]
❏❏❏❏❏ Wind Wall Evocation, AirSchool [Air, WoodSchool] 1 standard action 5 rounds Medium (150 ft.) CR:p.370
[V, S, M/DF] TARGET: Wall up to 50 ft. long and 25 ft. high [S]; EFFECT: An invisible vertical curtain of wind appears. [SR:Yes; DC:15, None; see text]
* =Domain/Speciality Spell
Character: monkey PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: Created using PCGen v6.08.00 RC1 on Dec 9, 2018 at 12:09:58 AM Page 6
monkey
Vanara
RACE
0
AGE
Male
GENDER
VISION
None
ALIGNMENT
Right
DOMINANT HAND
0' 0"
HEIGHT
0 lbs.
WEIGHT
EYE COLOUR
SKIN COLOUR
,
HAIR / HAIR STYLE
PHOBIAS
,
PERSONALITY TRAITS
INTERESTS
,
SPOKEN STYLE / CATCH PHRASE
RESIDENCE
LOCATION
None
REGION
DEITY
Humanoid
Race Type
Description:
Biography:
Character: monkey PCGen Character Template by Andrew Maitland (LegacyKing) and Stefan Radermacher (Zaister), based on work by Frugal, ROG, Arcady, Barak, Dimrill, & Dekker. Level:8 (CR:7)
Player: Created using PCGen v6.08.00 RC1 on Dec 9, 2018 at 12:09:58 AM Page 7