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Kalysta Evelina val'Sheem

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Standard abilities and common spell lists

General Common Spell Lists
Summary

SR caster level checks: d20 + 22 (CL, incl orange ioun stone) +4 (SP, GSP) = d20 + 26

Concentration check DC = 15 + spell level.

Spells per day:

Level
Spells
DC
(22 + Spell level)
Notes
0
6
22
 
1
7+1
23
PoP
2
7+1
24
PoP
3
6+1
25
PoP
4
6+1
26
PoP
5
5+1
27
PoP
6
5+1+1
28
PoP, [Additional Spell]
7
4+1
29
PoP
8
4+1
30
PoP
9
4+1
31
 

Spell Notes

Spell Level
Spell
dmg/ cure
average dmg / cure
[Healing] spells' max bonus increased by 2 (included), by 5 if source Infernal
 
 
Wand
Cure Light Wounds - Wand
1d8+1
5
Wand
Cure Moderate Wounds - Wand
2d8+3
12
Wand
Cure Serious Wounds - Wand
3d8+5
18
Wand
Cure Critical Wounds - Wand
4d8+7
25
1
Cure Light Wounds
1d8+7
11
2
Cure Moderate Wounds
2d8+12
21
3
Cure Serious Wounds
3d8+17
30
4
Cure Critical Wounds
4d8+22
36
5
Cure Light Wounds, Mass
1d8+27 (max)
26
6
Cure Moderate Wounds, Mass
2d8+32 (max)
31
7
Cure Serious Wounds, Mass
3d8+37 (max)
35
8 (D7)
Cure Critical Wounds, Mass
4d8+42 (max)
40
6

Heal
Removes: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, poisoned.

152 max
152
9

Heal, Mass
As Heal, but one or more creatures no more than 30' apart.

252 max
222
     
 
 
 
6

Heroes' Feast
Cures: disease, sickness, nausea
Immune: fear, poison
+1 morale bonus to attacks and will saves

1d8+10 max
14
7

Heroism, Mass
Immune: fear
+4 morale bonus to attacks, saves, and skill checks

20 max
20
 
 
 
6
DC 22

Blade Barrier
Reflex for half passing through
Reflex negates when barrier set on creature

15d6
48 / 24
8
DC 24

Firestorm
Reflex for half

20d6 max
63 / 31
5
DC 21

Flame Strike
Reflex for half

15d6
48 / 24
3
DC 19
Searing Light
Any creature
Undead
Vulnerable to light
Construct
 
5d8
10d6
10d8
5d6
 
22
33
44
17
 
 
 

 

 

Bloodline and Domain Abilities
  • Bloodline:
    • Gift of Joy and Pleasure (Sp): Bless spell once/day/bloodrank. (+1 morale bonus to atks, +1 morale bonus to saves vs. fear)
    • Fortune Favors the Bold (Su): Re-roll a single die roll once/day and keep the preferred result.
    • The Rewards of the Flesh (Su): Once/day, use Bardic Knowledge as a bard of total character level (1d20 + character level + Int mod).
    • Our Waters Are As Wine (Sp): Once per day per 2 bloodranks, transmute water to wine or wine to potion (see PGtA for list and restrictions).
  • Music Domain: Inspire Courage as 1st-level Bard, once/day.
    • +1 morale bonus to atks and dmg, +1 to morale bonus saves vs. charm and fear.
  • Fate Domain : Insight bonus on roll.
    • +2 insight bonus on a single attack roll, saving throw, or skill check. Must announce before making the roll. Once/day.

 

Combat
Utility and Buff
  • 0-Level
    • Create Water
    • Cure Minor Wounds
    • Detect Magic.
    • Detect Poison
    • Light
    • Positive Energy Cascade
  • 1st-Level
    • Domain: Twist of Fate
    • Armor of Faith
    • Armor of Faith
    • Armor of Faith
    • Protection from Evil
    • Protection from Evil
    • xxx
    • xxx
  • 2nd-Level
    • Domain: Augury
    • Hold Person
    • Hold Person
    • Positive Energy Missiles
    • Positive Energy Missiles
    • Silence
    • Silence
    • xxx
  • 3rd-Level
    • Domain:Sound Burst
    • Dispel Magic
    • Dispel Magic
    • Favor of Life
    • Magic Vestment
    • Magic Vestment
    • Searing Light
  • 4th-Level
    • Domain: Freedom of Movement
    • Cure Critical Wounds
    • Dismissal
    • Freedom of Movement
    • Freedom of Movement
    • xxx
    • xxx
  • 5th-Level
    • Domain: Break Enchantment
    • Cure Light Wounds, Mass
    • .Flame Strike
    • Flame Strike
    • Spell Resistance
    • True Seeing
  • 6th-Level
    • Domain: Heroes's Feast
    • Blade Barrier
    • Blade Barrier
    • Cure Moderate Wounds, Mass
    • Heal
    • Heal
    • Heal
  • 7th-Level
    • Domain: Cure Critical Wounds, Mass
    • Cure Serious Wounds, Mass
    • Heroism, Mass
    • Heroism, Mass
  • 8th-Level
    • Domain: Larissa's Kiss
    • Cure Critical Wounds, Mass
    • Cure Critical Wounds, Mass
    • Fire Storm
  • 9th-Level
    • Domain: Moment of Prescience
    • Storm of Vengeance
    • Heal, Mass
  • 0-Level
    • Create Water
    • Cure Minor Wounds
    • Detect Magic.
    • Detect Poison
    • Light
    • Positive Energy Cascade
  • 1st-Level
    • Domain: Twist of Fate
    • Armor of Faith
    • Armor of Faith
    • Armor of Faith
    • Protection from Evil
    • Protection from Evil
    • xxx
    • xxx
  • 2nd-Level
    • Domain: Augury
    • .Hold Person
    • Hold Person
    • Positive Energy Missiles
    • Positive Energy Missiles
    • Silence
    • Silence
    • xxx
  • 3rd-Level
    • Domain: Dance of Fate
    • Cure Serious Wounds
    • Dispel Magic
    • Dispel Magic
    • Favor of Life
    • Magic Vestment
    • Magic Vestment
  • 4th-Level
    • Domain: Freedom of Movement
    • Cure Critical Wounds
    • Dismissal
    • Divination
    • Freedom of Movement
    • Freedom of Movement
    • xxx
  • 5th-Level
    • Domain: Break Enchantment
    • Cure Light Wounds, Mass
    • Flame Strike
    • Spell Resistance
    • Spell Resistance
    • True Seeing
  • 6th-Level
    • Domain: True Seeing
    • Blade Barrier
    • Cure Moderate Wounds, Mass
    • Heal
    • Heal
    • Heal
    • Heal
  • 7th-Level
    • Domain: Cure Critical Wounds, Mass
    • Cure Serious Wounds, Mass
    • Heroism, Mass
    • Heroism, Mass
  • 8th-Level
    • Domain: Larissa's Kiss
    • Cure Critical Wounds, Mass
    • Cure Critical Wounds, Mass
    • Fire Storm
  • 9th-Level
    • Domain: Moment of Prescience
    • Heal, Mass
    • Heal, Mass

 

Spell Level
Spell
Duration
Effect
1
Armor of Faith 10 min/level +8 Armor bonus; does not stack with armor or shield bonus
4
Freedom of Movement 10 min/level  
6
Heroes' Feast 12 hours Cures: disease, sickness, nausea
Immune: fear, poison
+1 morale bonus to attacks and will saves
Gain temp hps = 1d8 + 1/2 CLs (max 10)
8
Larissa's Kiss 10 min/level Roll twice for each saving throw, take better roll
7
Mass Heroism 10 min/level Immune: fear
+4 morale bonus on attacks, saves, and skill checks
Gain temp hps = CL (max 20)
3
Magic Vestment 1 hour/level +4 Shield bonus
9
Moment of Prescience 1 hour/level or until discharged Grants insight bonus = CL (max +25) on any single attack roll, opposed ability or skill check, or saving throw.
Or apply the insight bonus to AC against a single attack (even if flat-footed).
Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed.

 

 

Unusual Magic Item Details
 
Mantle of Righteous Fire  

Woven from fine threads of gold, electrum and the finest linen from Whon, this mantle glimmers with a pale yellow gleam. Embroided onto the mantle, using silver and ignium thread, are glyphs cleverly designed to appear from the distance as flames.

Benefits

  • Spell Resistance = 21 (or a +3 bonus to the wearer’s existing Spell Resistance).
  • Fire Resistance = 20 (or a +5 bonus to the wearer’s existing Fire Resistance).
  • +1 insight bonus to saving throws.
    • If the saving throw is in response to an effect produced by an Infernal, this bonus increases to +2.
  • Directly increases the potency of all [Healing] effects the wearer produces; the maximum bonus healing provided by the Caster Level of the spell for all [Healing] effects is increased by +2.
    • If the subject of the spell has suffered damage from an effect or attack of an Infernal in the past minute, then the above bonus increases to +5.
  • Three times per day, as a free action, you may have the mantle produce a mantle of unassailable flame effect (CL 20).
    • Mantle of Unassailable Flame
      Enchantment [Fire]
      Duration: 1 round/level

      This spell causes a magical flame to engulf the target creature. This flame does no damage to the target or its belongings, but any non-magical weapon used to make physical attacks against the target suffers 4d6 points of fire damage from the protective flames. This fire damage is applied to the weapon as detailed in Core Rulebook I. Any creature that strikes the target with natural weaponry suffers full damage from the
      mantle of unassailable flame. The damage inflicted by this spell is applied to the weapon before the weapon hits the target. If the damage from the mantle destroys the weapon, then any damage that would have been dealt by the hit is effectively nullified.
  • This item becomes soulbound at the end of the event in which it is found.
 
   
   
 
   

 

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Original material © Maryrita Steinhour, 2006, 2009.
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The Hypertext d20 SRD(TM), from which the Core Rulebook I spell lists were copied, is owned and created by Jans Carton.
The Core Rulebook I text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
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