Ari

(#49537690)
Level 1 Pearlcatcher
Click or tap to view this dragon in Scenic Mode, which will remove interface elements. For dragons with a Scene assigned, the background artwork will display at full opacity.

Familiar

Clouddancer
Click or tap to share this dragon.
Click or tap to view this dragon in Predict Morphology.
Energy: 50/50
This dragon’s natural inborn element is Arcane.
Female Pearlcatcher
This dragon is hibernating.
Expand the dragon details section.
Collapse the dragon details section.

Personal Style

Apparel

Conjurer's Hat
Bewitching Ruby Pendants
Bewitching Ruby Clawrings
Trickster's Magic Cards
Feathery Fallout

Skin

Scene

Scene: Arcanist's Domain

Measurements

Length
6.72 m
Wingspan
6.62 m
Weight
470.77 kg

Genetics

Primary Gene
Oilslick
Iridescent
Oilslick
Iridescent
Secondary Gene
Blackberry
Facet
Blackberry
Facet
Tertiary Gene
Bronze
Smoke
Bronze
Smoke

Hatchday

Hatchday
Feb 20, 2019
(5 years)

Breed

Breed
Adult
Pearlcatcher

Eye Type

Special Eye Type
Arcane
Multi-Gaze
Level 1 Pearlcatcher
EXP: 0 / 245
Meditate
Contuse
STR
6
AGI
6
DEF
6
QCK
7
INT
7
VIT
6
MND
7

Biography

Arcanist

Starting Level 3 with HP 19


Spider Silk Body Suit- 850 Gold
Falcata- 18 Gold
Dueling Dagger- 12 Gold
Wrist Sheath- 1 Gold
Thief’s Ring -300 Gold
Mage Armor potion x2 - 100 Gold
Endure Elements oil - 50 Gold
Goodberry potion - 50 Gold
Arcanist Kit - 21 Gold
Grooming Kit- 1 Gold
Symptom Kit- 25 Gold
Forger’s Kit- 200 Gold
Spyglass- 1000 Gold

Remaining Gold: 372 Gold


Ganzi

Ability Score Modifiers: Ganzis are passionate, creative, and resilient, but they have difficulty focusing on intellectual pursuits. They gain +2 Constitution and Charisma, but suffer –2 to Intelligence.

Size: Ganzis are Medium creatures and have no bonuses of penalties due to their size.

Speed: Ganzis have a base speed of 30 feet.

Senses: Ganzis have darkvision 60 feet.

Maelstrom Resistance: Ganzis have acid resistance 5, electricity resistance 5, and sonic resistance 5, and they gain a +2 racial bonus on saving throws against spells of the polymorph subschool.

Skilled: Ganzis gain a +2 racial bonus on Sense Motive and Survival checks.

Languages: Ganzis begin play speaking Common and one of the following: Abyssal, Celestial, or Protean. Ganzis with high Intelligence scores can select any of those languages as bonus languages, along with Aklo, Aquan, Auran, Ignan, Sylvan, or Terran.

Quibble (Su) For most ganzis, the influence of chaos is relatively subtle and manifests as an ability to infect others with entropy and unexpected luck (be it good luck or bad). Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 20 feet, forcing it to reroll a single d20 roll it has just made. The target must take the second result, even if it is worse. A ganzi can use this ability after the target has rolled but must use it before the GM declares whether the roll was a success or failure. Unwilling creatures can resist a ganzi’s quibble with a successful Will save (DC = 10 + half the ganzi’s level + the ganzi’s Charisma modifier). This is a curse effect.

Str: 13
Dex: 13
Con: 13
Wis: 10
Int: 12
Char: 14

Traits:

Bladed Magic
Dueling Cloak Adept
Magic Weapon Warrior

Drawbacks:

Minor- Warded Against Nature
Major- Fear of Falling

Class Skills:

Appraise (Int),
Craft (Int),
Fly (Dex),
Knowledge (all) (Int),
Linguistics (Int),
Profession (Wis),
Spellcraft (Int),
Use Magic Device (Cha).

Blade Adept

The blade adept is an archetype of the arcanist class.

Weapon: Falcata

Cost 18 gp Weight 4 lbs.
Damage 1d6 (small), 1d8 (medium) Critical 19-20/x3 Type slashing
Category one-handed Proficiency exotic
Weapon Group heavy blades

The falcata has a single-edged blade that pitches forward towards the point, the edge being concave near the hilt, but convex near the point. This shape distributes the weight in such a way that the falcata is capable of delivering a blow with the momentum of an axe, while maintaining the longer cutting edge of a sword and some facility to execute a thrust. The grip is typically hook-shaped, the end often stylized in the shape of a horse or a bird. There is often a thin chain connecting the hooked butt with the hilt. Although usually a single-edged weapon, double-edged falcatas have been found.

Sword Bond (Su)

At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard’s arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon.

This ability replaces the arcanist exploits gained at 1st and 9th levels.

Sentient Sword (Su)

At 3rd level, the blade adept’s bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept’s class level in place of the magus’s class level and points from her arcane reservoir in place of the magus’s arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class.

This ability replaces the arcanist exploit gained at 3rd level.

Black Blade Basics

A black blade is bonded to a particular magus, much like a familiar, but in more of a partnership than a master-servant relationship.

Intelligence: This is the intelligence score of the black blade. It starts at 10 and increases by 1 for every two levels of the bladebound magus (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the bladebound magus increases in level, so do the Wisdom and Charisma of the black blade. These abilities start at 6 and increase by 1 for every two levels of magus.

Ego: A black blade starts with an ego of 5, and that ego increases as the blade becomes more powerful, as per Table: Black Blade Progression below. In cases where a wielder and the black blade come into conflict, like any intelligent item, a black blade can attempt to exert its dominance (see Intelligent Items). Due to its flexible and powerful nature, a black blade has a nonstandard ego progression.

Languages and Skills: A black blade starts with Common as a language. As the black blade increases in Intelligence, it manifests knowledge of languages and arcane lore. Upon reaching an Intelligence of 12, it gains a bonus language of the GM’s choice, and gains 1 rank in Knowledge (arcana). Each time the sword gains a bonus to Intelligence, it gains another language and another rank in Knowledge (arcana).

Senses: A black blade is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses the saving throws of its magus, even if the magus is not currently wielding the black blade.

Black Blade Arcane Pool: A black blade has an arcane pool with a number of points equal to 1 + its Intelligence bonus.

Black Blade Ability Descriptions

A black blade has special abilities (or imparts abilities to its wielder) depending on the wielder’s magus level. The abilities are cumulative. A black blade normally refuses to use any of its abilities when wielded by anyone other than its magus, and acts as a masterwork weapon of its type.

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.

Energy Attunement (Su): At 5th level, as a free action, a magus can spend a point of his black blade’s arcane pool to have it deal one of the following types of damage instead of weapon damage: cold, electricity, or fire. He can spend 2 points from the black blade’s arcane pool to deal sonic or force damage instead of weapon damage. This effect lasts until the start of the magus’s next turn.

Teleport Blade (Sp): As a standard action, a magus of 9th level or higher can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.

Transfer Arcana (Su): At 13th level, once per day, a magus can attempt to siphon points from his black blade’s arcane pool into his own arcane pool. Doing so takes a full-round action and the magus must succeed at a Will saving throw with a DC equal to the black blade’s ego. If the magus succeeds, he regains 1 point to his arcane pool for every 2 points he saps from his black blade. If he fails the saving throw, the magus becomes fatigued (but can try again). If he is fatigued, he becomes exhausted instead. He cannot use this ability if he is exhausted.

Spell Defense (Sp): A magus of 17th level or higher can expend an arcane point from his weapon’s arcane pool as a free action; he then gains SR equal to his black blade’s ego until the start of his next turn.

Life Drinker (Su): At 19th level, each time the magus kills a living creature with the black blade, he can pick one of the following effects: the black blade restores 2 points to its arcane pool; the black blade restores 1 point to its arcane pool and the magus restores 1 point to his arcane pool; the magus gains a number of temporary hit points equal to the black blade’s ego (these temporary hit points last until spent or 1 minute, whichever is shorter). The creature killed must have a number of Hit Dice equal to half the magus’s character level for this to occur.

Magus Arcana: The following magus arcana complement the bladebound magus archetype: arcane accuracy, broad study, dispelling strike, and reflection.

Black Blades

A black blade is a particular form of intelligent weapon gained by a magus with the bladebound archetype. There are several ways a magus might gain this weapon. Sometimes it just appears among the magus’s possessions, and its origin is a mystery. Other times the magus finds a black blade during an adventure or event of some kind. Sometimes a black blade is passed down generation to generation in an ongoing search for a magus who can unlock its true potential.

A black blade is always a one-handed slashing weapon, a rapier, or a sword cane. The magus chooses the blade’s type upon gaining the blade, and once chosen, it can’t be changed. As a bladebound magus increases in level, his black blade gains power.

A black blade is independently conscious but features some personality traits reflecting its wielder. A black blade always has the same alignment as its wielder and even changes its alignment if its wielder does. The blade typically works toward its wielder’s goals, but not always without argument or backlash. Each black blade has a mission, and while sometimes two or more black blades will work in concert, each mission is singular in purpose (the black blade’s mission is usually up to the GM and the needs of the campaign or the adventure, or a GM can determine the weapon’s purpose randomly using Table: Intelligent Item Purpose). Some black blades are very open about their missions, but most are secretive. Certain sages have speculated that an invisible hand or arcane purpose moves these weapons.

Blade Adept Exploits

Magus Arcana: A blade adept can select any of the following magus arcana, using her arcane reservoir in place of the magus’s arcane pool: arcane accuracy, close range, critical strike, dispelling strike, and hasted assault. The blade adept treats her arcanist level as her magus level when determining the effects of magus arcana and when specific arcana are available. A blade adept can take this exploit multiple times. Each time it is taken, it applies to a different magus arcana.

Spell Strike (Su): The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name.

Student of the Blade (Ex): A blade adept can choose from any of the following bonus feats: Arcane Strike, Weapon Finesse, and Weapon Focus (in the weapon she is bonded to). This exploit can be taken multiple times. Each time it is taken, it applies to a different feat.
Weapon Specialization (Ex): The arcanist gains Weapon Specialization with her chosen weapon as a bonus feat. The blade adept does not need to meet the prerequisites for this feat, but must have the Weapon Focus feat with her chosen weapon to select this exploit. The arcanist must be at least 5th level to select this exploit.

Falcata

Cost 18 gp Weight 4 lbs.
Damage 1d6 (small), 1d8 (medium) Critical 19-20/x3 Type slashing
Category one-handed Proficiency exotic
Weapon Group heavy blades

The falcata has a single-edged blade that pitches forward towards the point, the edge being concave near the hilt, but convex near the point. This shape distributes the weight in such a way that the falcata is capable of delivering a blow with the momentum of an axe, while maintaining the longer cutting edge of a sword and some facility to execute a thrust. The grip is typically hook-shaped, the end often stylized in the shape of a horse or a bird. There is often a thin chain connecting the hooked butt with the hilt. Although usually a single-edged weapon, double-edged falcatas have been found.

Dagger, Dueling

Cost 12 gp Weight 1 lb.
Damage 1d3 (small), 1d4 (medium) Critical 19–20/×2 Type piercing or slashing
Range Increment 10 ft. (thrown)
Category light Proficiency martial
Weapon Groups light blades, thrown

This dagger is used in the off hand to block attacks. When you fight defensively or use Combat Expertise while wielding a dueling dagger, your bonus to AC increases by 1. This benefit applies even if you did not attack with the dueling dagger. If you aren’t proficient with a dueling dagger, you treat it as a dagger and gain no special benefits. Any effects that apply to daggers apply to dueling daggers.

Wrist Sheath

This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one forearm-length item such as a dagger, dart, or wand, or up to five arrows or crossbow bolts. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand (provoking attacks of opportunity as normal). You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.

Spider Silk Bodysuit

Light Armor
Cost 850 gp; Weight 4 lbs.
Armor Bonus +3; Max Dex Bonus +6; Armor Check Penalty -1
Arcane Spell Failure Chance 10%; Speed 30 ft./20 ft.

This exotic form-fitting garment is woven entirely from alchemically treated silk harvested from giant spiders or other arachnid creatures. If you have the drow’s weapon familiarity racial trait, you treat the spider-silk bodysuit’s maximum Dexterity bonus as 2 higher.

Vest, All Tools

Aura faint conjuration; CL 1st; Slot chest; Price 1,800 gp; Weight 5 lbs.

DESCRIPTION

This well-made leather vest bears numerous shiny metal buttons, which stud a number of bulging pockets.

Once per day, as a standard action, the wearer can speak the vest’s command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.

Feats:
Exotic weapon proficiency
Weapon focus
Vital strike
Craft wondorous
Cleave
Craft magical weapons and armor
Great cleave
Extra arcanist exploit x5

Arcanist exploits:
Weapons
Arcane mask
Arcane weapon
Consume magic items
Maelstorm jump
Greater consume magic items
Magical supremecy

Arcanist Spellbook

0-Level Sorcerer/Wizard Spells (Cantrips)

Abjuration
Resistance: Subject gains +1 on saving throws.

Conjuration
Acid Splash: Orb deals 1d3 acid damage.

Divination
Detect Magic: Detects all spells and magic items within 60 ft.

Detect Poison: Detects poison in one creature or small object.

Read Magic: Read scrolls and spellbooks.

Enchantment
Daze: A single humanoid creature with 4 HD or less loses its next action.

Evocation
Dancing Lights: Creates torches or other lights.

Flare: Dazzles one creature (–1 on attack rolls).

Light: Object shines like a torch.

Ray of Frost: Ray deals 1d3 cold damage.

Illusion
Ghost Sound: Figment sounds.

Necromancy
Bleed: Cause a stabilized creature to resume dying.

Disrupt Undead: Deals 1d6 damage to one undead.

Touch of Fatigue: Touch attack fatigues target.

Transmutation
Mage Hand: 5-pound telekinesis.

Mending: Makes minor repairs on an object.

Message: Whisper conversation at distance.

Open/Close: Opens or closes small or light things.

Level 1

Magic Aura:

School illusion (glamer); Level bard 1, psychic 1, sorcerer/wizard 1; Subdomain arcane 1

CASTING

Casting Time 1 standard action
Components V, S, F (a small square of silk that must be passed over the object that receives the aura)

EFFECT

Range touch
Target one touched object weighing up to 5 lbs./level
Duration 1 day/level (D)
Saving Throw none; see text; Spell Resistance no

DESCRIPTION

You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.

If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.

Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.

Magic Aura, Greater

Source PZO1134

School illusion (glamer); Level bard 3, mesmerist 3, occultist 3, psychic 4, sorcerer/wizard 4

CASTING

Casting Time 1 standard action
Components V, S, F (a woolen handkerchief)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature, or one object weighing up to 20 lbs./level
Duration 1 day/level (D)
Saving Throw none (see text); Spell Resistance no

DESCRIPTION

If cast on an object, this spell functions as magic aura, except that if you have identified the unique spellcasting signatures of a specific individual with greater detect magic or a similar spell, you can make the magic aura appear to have been created by that individual. Alternatively, you can simply obscure all identifiers, making it more difficult to determine who cast the spell. In either case, if the object is the subject of a greater detect magic spell, any Spellcraft check made to identify the unique spellcasting identifiers of the aura automatically produce the result you chose unless the observer disbelieves the spell with a successful Will save (as with magic aura, however, detect spells don’t grant a save to disbelieve).

If cast on a creature, you can make that creature register to detect spells (and spells with similar capabilities) as though it were the subject of any number of spells that you specify, when the spell is cast. Alternatively, you can make the creature register as non-magical, hiding all spell effects that he is currently affected by from such scrutiny. If you choose to make the creature register as being the subject of one or more spells, you can also alter the unique spellcasting identifiers of those spell auras, in the same fashion as described for objects.

If the target is a creature, you can also alter how the creature registers to arcane sight, making the creature appear to have or not have spellcasting or spell-like abilities, whether those abilities are arcane, divine, or psychic in nature, and the strength of the most powerful spell or spell-like ability they currently have available for use. Similarly, you can alter the way the target appears when viewed with greater detect magic, causing the last spell that he cast to seem to be any spell of your choice.


Identify:

School divination; Level alchemist 1, bard 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1; Domain magic 1; Bloodline arcane 1; Mystery lore 1

CASTING

Casting Time 1 standard action
Components V, S, M (wine stirred with an owl’s feather)

EFFECT

Range 60 ft.
Area cone-shaped emanation
Duration 3 rounds/level (D)
Saving Throw: none; Spell Resistance: no

DESCRIPTION


This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.


Magic Weapon:


School transmutation; Level antipaladin 1, bloodrager 1, cleric/oracle 1, inquisitor 1, magus 1, paladin 1, shaman 1, sorcerer/wizard 1; Domain war 1; Elemental School metal 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range touch
Target weapon touched
Duration 1 min./level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.

You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Magic Weapon, Greater

School transmutation; Level antipaladin 3, bloodrager 3, cleric/oracle 4, inquisitor 3, magus 3, paladin 3, shaman 4, sorcerer/wizard 3; Elemental School metal 3

CASTING

Casting Time 1 standard action
Components V, S, M/DF (powdered lime and carbon)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one weapon or 50 projectiles (all of which must be together at the time of casting)
Duration 1 hour/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

DESCRIPTION

This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic.

Alternatively, you can affect as many as 50 arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation after they are used. Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.

True Strike:

Casting Time 1 standard action
Components V, F (small wooden replica of an archery target)

EFFECT

Range personal
Target you
Duration see text

DESCRIPTION

You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

Dazzling Blade:

School illusion (pattern); Level bard 1, sorcerer/wizard 1

CASTING

Casting Time 1 swift action
Components V, S

EFFECT

Range Touch
Target one metal weapon
Duration 1 minute/level
Saving Throw Will negates (see text); Spell Resistance yes (harmless, object)

DESCRIPTION

Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.

The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).

Despite its shiny appearance, a dazzling blade grants no extra benefit against creatures that are vulnerable to silver.

Disguise Weapon:

School illusion (glamer); Level bard 1, magus 1, psychic 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 round
Components V, S

EFFECT

Range touch
Target manufactured weapon touched
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

You make one manufactured weapon look like a different manufactured weapon of the same size and relative encumbrance (light, one-handed, or two-handed). For example, you could make a Small greatsword look like a Small quarterstaff, a Medium club, or a Large dagger. Even the appearance of an improvised weapon is possible. The extent of the apparent change is up to you. You could add or obscure a minor feature or make the item look like it is composed of different materials (stone, wood, adamantine, and so on). The spell does not provide any of the abilities of the chosen form, nor does it alter the perceived tactile or audible properties of the item or how it is wielded. A creature that interacts with the glamer may attempt a Will save to recognize it as an illusion.

Mirror Strike

School transmutation; Level bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S, M (a shard of mirror)

EFFECT

Range personal
Target you
Duration see text

DESCRIPTION

You briefly alter the flow of time to split a melee attack into two attacks. Before the end of your next turn, when you make your next melee attack roll, compare the result to the AC of two opponents within your reach. If the selected opponents are flanking you, you gain a +2 bonus on your attack roll (and confirmation attack roll, see below). If you hit both enemies, you can deal half damage to each. Hitting only one opponent allows you to deal that opponent normal damage for your attack. On a critical threat, you can make only one attack roll to confirm the critical hit against both opponents. If you confirm against both, you deal half your critical hit damage to each. Your hit is a normal hit rather than a critical if you confirm against only one opponent. If you fail to use the effect before the end of your next turn, the spell ends.

Winter Feathers

School abjuration; Level bloodrager 1, cleric 1, druid 1, inquisitor 1, ranger 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target feathered creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target’s feathers thicken and fluff up to ward against winter’s chill. The target suffers no harm from being in a cold environment, and can exist comfortably in conditions as low as –50 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected. This spell doesn’t provide any protection from cold damage, nor does it protect against other environmental hazards associated with cold weather (such as slipping on ice, blindness from snow, and so on).

When you cast this spell, you may have the target’s feathers turn white for the duration, granting it a +4 circumstance bonus on Stealth checks to hide in ice and snow.
If you feel that this content violates our Rules & Policies, or Terms of Use, you can send a report to our Flight Rising support team using this window.

Please keep in mind that for player privacy reasons, we will not personally respond to you for this report, but it will be sent to us for review.

Click or tap a food type to individually feed this dragon only. The other dragons in your lair will not have their energy replenished.

Insect stocks are currently depleted.
This dragon doesn't eat Meat.
This dragon doesn't eat Seafood.
Plant stocks are currently depleted.
You can share this dragon on the forums by either copying the browser URL manually, or using bbcode!
URL:
Widget:
Copy this Widget to the clipboard.

Exalting Ari to the service of the Arcanist will remove them from your lair forever. They will leave behind a small sum of riches that they have accumulated. This action is irreversible.

Do you wish to continue?

  • Names must be longer than 2 characters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.
  • Names must be no longer than 16 characters.
  • Names can only contain letters.