Female human cleric of Besmara 4 CN
Medium humanoid (human)
Init +1; Senses Perception +2
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (4d8+3) Rolls: 8+4+5+7
Fort +4, Ref +2, Will +7
Speed 30 ft.
Melee mwk rapier +5 (1d6+1/18–20)
Ranged heavy crossbow +4 (1d10/19–20)
Special Attacks channel positive energy 5/day (DC 13, 2d6), surge (+6) Domain Spell-Like Abilities (CL 4rd; concentration +7) 5/day—copycat (3 rounds)
Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cleric Spells Prepared (CL 4rd; concentration +7)
2nd—instant armor*, slipstream*D, summon monster II, Hold Person (DC 15)
1st— air bubble*, command (DC 14), doom (DC 14), inflict light wounds (DC 14), obscuring mistD
0 (at will)—bleed (DC 12), create water, purify food and drink, stabilize D Domain spell; Domains Trickery, Water (Oceans subdomain*) * See the Advanced Player’s Guide.
During Combat If she is expecting combat, Sandara casts instant armor, which increases her AC to 17. Sandara takes every fight seriously, and once she gets started, she finishes things. She targets her opponent with doom and summons a small elemental or 1d3 dire rats to fight by her side. Morale Sandara is almost foolishly stubborn, a quality that might very well get her killed someday. She won’t surrender and doesn’t back down from a fight unless totally overwhelmed.
Str 13, Dex 12, Con 10, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Athletic, Combat Reflexes, Scribe Scroll Skills Appraise +4, Bluff +6, Climb +3, Heal +7, Knowledge (religion) +5, Profession (sailor) +9, Stealth +5, Swim +4 Languages Common
Combat Gear scrolls of cure light wounds (2), scroll of cure moderate wounds; Other Gear heavy crossbow with 20 bolts, dagger, masterwork rapier, Besmara’s tricorne (see below), clay pipes (3), ebony holy symbol of Besmara, pouch of Old Deep Rum-soaked pipe tobacco, tindertwigs (10); Locker 35 gp
This black leather tricorne hat is weather-beaten and saltstained.
Grants its wearer a +2 competence bonus on Profession (sailor) and Swim checks.
If Besmara is your patron, once per day you can speak a command word to transform the hat into a small ship’s boat such as a cutter, jolly boat, or longboat (see the Skull & Shackles Player’s Guide). The boat is 20 feet long, has two pairs of oars and a single mast with a square sail, and can carry up to 12 passengers and crew. Upon command, or after 8 hours, the boat returns to hat form, dumping out any occupants.
Requirements Craft Wondrous Item, guidance, shrink item, creator must have 5 ranks in Profession (sailor); Cost 1,300 gp
School conjuration (creation) [force]; Level cleric/oracle 2, paladin 2
Casting Time 1 standard action
Components V, S, DF
Duration 1 minute/level (D)
This content is from material published by Paizo Publishing, LLC, but is not part of the Pathfinder Core Rules.
You instantly wrap your body in a suit of armor made from opaque force. At your option, the armor can be decorated with your religion's holy symbol in a prominent place, such as upon the breastplate or helm. While it exists, this armor replaces any garments or other sort of armor worn, magical as well as mundane. You lose access to, and all benefits from, armor replaced by this spell until the spell ends and the instant armor disappears.
Instant armor acts in all ways as armor typical of its type (armor bonus, maximum Dexterity bonus, arcane spell failure chance, and so on). Since instant armor is made of force, incorporeal creatures can't bypass it the way they do normal armor. The sort of armor you can create with this spell depends on your caster level.
Caster Level Armor Created
5th or lower chainmail
6th-8th banded mail
12th or higher full plate
If you choose to create lesser armor than your level allows you gain a +1 magical enhancement bonus to the armor you do create for every type of armor you pass over. For instance, if you have the capacity to create full plate instant armor you could instead choose to create +1 half-plate, +2 banded mail, or +3 chainmail. You cannot replace these bonuses with armor special properties.
School conjuration (creation) [water]; Level bloodrager 2, druid 2, ranger 2, sorcerer/wizard 2; Domain oceans 2; Bloodline aquatic 2
Casting Time 1 standard action
Components V, S, M/DF (a few drops of oil and water)
Targets creature touched
Duration 10 minutes/level (D)
Saving Throw Reflex negates (harmless); Spell Resistance no
You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet.
If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill.
While swimming, the slipstream increases the target's swim speed by 20 feet-if the target does not have a swim speed, this spell grants a swim speed of 20 ft.
School conjuration (creation); Level cleric 1, druid 1, ranger 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components S, M/DF (a small bladder filled with air)
Target one creature or one object no larger than a Large two-handed weapon
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Air bubble creates a small pocket of breathable air that surrounds the touched creature’s head or the touched object. The air bubble allows the creature touched to breathe underwater or in similar airless environments, or protects the object touched from water damage. A firearm within an air bubble can be loaded—assuming the black powder comes from a powder horn, a cartridge, or some other airtight protective device—and fired. When shooting such a firearm underwater, the shot still takes the standard –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to normal penalties due to range. If a firearm within the air bubble explodes, the explosion occurs normally.