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146 GP, 4 SP, 8 CP Reimbursable Expenses: 200 GP Vecna temple information on vampire, 50 GP donation to Temple for Wedding,
Languages
Description
DESCRIPTION: Simon Templer’s appearance oft belies his true years. His rumpled clerical vestments, which are emblazoned with the Sovereign Host’s divine symbol, are usually hidden under an old dingy green overcoat accompanied by a mismatched dark grey fedora sitting on his head, the brim of which he keeps pulled down low over his brow. This smallish human’s facial features are further obscured by a cloud of grayish sickly sweet smoke which emanates from the ever present clay pipe he partakes of far too often. Even when not smoking, his bad habit is undeniable. The unusual stench of the weed seems to permeate his entire presence, having stained his teeth slightly yellow and his fingernails ruddy brown long ago. Burning the candle at both ends during most of his life has taken its toll; the detective’s black hair is peppered in grey and his piercing brown eyes are surrounded by far too many crow’s feet for a man his age. Sporting a rapier at his side, short bow over his shoulder, wooden shield in hand, and an old worn out leather pack on his back, it’s hard not to notice the plethora of other equipment and weapons he routinely keeps at his disposal. Hardened by his craft, the investigator often ironicly whistles or hums a cheery tune even while inspecting grizzly crime scenes painted in blood much as if he were merely going for a pleasant walk through the park. One thing's obvious; he appears to enjoy his job.
Personality
PERSONALITY: Simon Templer works hard and he plays hard. When not staying up all night gathering clues or on a stake-out, he can usually be found smoking and drinking hard liquor while sitting with his back to the wall in the worst and roughest bars in the area. Next to the Mondenheim Detective Agency, the city’s underworld is his second home. Even though rumpled in appearance and smallish in size, one should be extremely careful not to underestimate his abilities. The investigator’s dangerous side is only exceeded by his experience, tenacity, intelligence and wisdom when it comes to practicing his ugly but necessary craft. Even though his appearance might be rough, the detective’s personality is the exact opposite. He is a highly charismatic smooth talker; both friend and potential foe to nobleman and commoner alike. Simon does not mince words; however he seems to have the uncanny ability to instantly fit into any environment even if they seem to be polar opposites. Whether gambling at the dog fights, drinking with the working man, or even flitting about the most prestigious and gregarious shindigs in town, Inquisitor Templer always appear to be calm, cool, collected and above all comfortable and well-accepted in a wide variety of social situations. Whether singing in the church choir, whistling in a dark alley, or even playing in the local orchestra from time to time, Simon’s musical skills are obviously broad and well refined. Regardless of his seemingly light personality and normal friendly mannerisms, this complicated priest has absolutely no tolerance for evil righteously opposing it in all forms where ever found, which at times has landed Simon in more trouble than all of his off-hour questionable activities combined. However, when it comes to his work, the Master Inquisitive is focused, driven and straightforward; If you have done wrong, he will catch you and bring you down whether ye be a common street ruffian or even lord of the land.
Character Traits
None FATHER TEMPLER’S HOMELAND and HISTORY: Simon Templer originally hails from a small unnotable agricultural village located in Breland. When he was young, Simon learned music and the arcane arts from a local bard. Knowing full well that he wanted to be a well-rounded Master Inquisitive when he grew up, next he studied religion at a neighboring town eventually becoming a cleric in a local temple of the Sovereign Host. Determined to fully understand the criminal mind, he then travelled to the closest city where apprenticed himself to a local thieves guild becoming an accomplished rogue. Now possessing a wide variety of skills and his resume complete, finally Simon ventured to the capital city of his home province and began the studies for his life-long dream of becoming an investigator. Following his training, Father Templer has completed several years of practical field work in the craft. After having the bad luck to unexpectedly arrive in Ravenloft, the investigator was very fortunate to be able to continue his craft, and as such, he is now affliliated with the Mondenheim Detective Agency where he is employed as a Master Inquisitive. HOUSE: Tharashk – Dragon-marked Bard, Cleric, Rogue and Master Inquisitive of the Finders Guild
Character Flaws
FLAW: Murkey Eyed - Any time attack foe with concealment, roll miss chance twice. Failure of either roll means that attack missed. ANIMAL: Light Riding Horse, tack, saddle bags, feed, blanket, military saddle
Contacts / Friends
MAJOR NPC CONTACT: Sage Lorian Feldspar (expert) - 3rd level NPC contact per Master Inquisitive class bonus. Inspector Templer can call upon this expert 1 time per week at a cost of 15 sp for services rendered. Sage Feldspar, an elderly elf, never does field research any more, primarily relying on the Inspector and others for such mundane tasks. Often dressed in stylish clothing and always surrounded by numerous books and tomes, the sage is well-versed in virtually any subject you can imagine. 3rd Level SAGE (NPC - Expert) S = 10; D = 10; C = 10; I = 18 (+4); W = 14 (+2); CH = 12 (+1) Hit Points = 12; AC = 10; BAB = +2; Fort = +1; Reflex = +1; Will = +3 Weapons: Dagger (1d4); Morning Star (1d8); Light Crossbow (1d8); 10 Bolts Feats: Skill Focus (+3 History); Skill Focus (+3 Local); Research (Eberron Campaign Setting pg. 59) Skills: (Ranks/Ability/Modifier/Bonus) Decipher Script: 6 + 4 + 2 = 12 Knowledge, Arcana: 6 + 4 = 10 Knowledge, Architecture: 6 + 4 = 10 Knowledge, Dungeoneering: 6 + 4 = 10 Knowledge, Geography: 6 + 4 = 10 Knowledge, History: 6 + 4 + 3 = 13 Knowledge, Local: 6 + 4 + 3 = 13 Knowledge, Nature: 6 + 4 = 10 Knowledge, Religion: 6 + 4 = 10 Knowledge, Royalty/Nobility: 6 + 4 = 10 Knowledge, The Planes: 6 + 4 = 10
Enemies
None, besides the multitude of criminals he has put behind bars. Alchemist’s Arrow: When arrow strikes it releases alchemical fire contained in shaft. The following round it ignites for 1d4 extra damage. Target can use a full round to attempt to extinguish the flames before taking this damage/Reflex (DC 15). Rolling on the ground earns +2 to the save and submerging under water kills the flame. Blunt Arrow: Deal subdual damage with special wooden tip. Flight Arrow: Increases bow increment by 25’ (135’ total range increment) Thunder Arrow: A hit causes no damage, but triggers a Thunderstone attack. A miss is treated the same as a grenade-like weapon. Inquisitor's Kit: (Containers, silk gloves, dust & brushes, tweezers, picks, probes, magnifying lense, ink, quills, chalk, charcoal, parchment & small note journal)(+4 Search Crime Scene)
Statistic Block
FEATS: INVESTIGATE: You can use the Search Skill to find and analyze clues at the scene of a crime or a mystery. Allows you to notice and analyze available clues in a specific area. Full round action. Clues are pieces of evidence that lead to the solution of a mystery. Clues are physical and can be seen, heard, touched, smelled or tasted. A clue stands out because it’s not a normal feature of the area being searched. Task – Find a Clue = DC 10. Modify the Search DC according to the nature of the scene being examined. (Undisturbed = +0; Disturbed = +5; Greatly Disturbed = +10). When a successful Search turns up a clue, you can make a second check to discern patterns, analyze evidence, and draw conclusions about what occurred in a specific area. The first check allows you to find clues and the second to figure out what you’ve found. You can make a DC 15 Search Check to analyze a clue. The DC for the check is modified by the time that has elapsed since the event occurred and how significant the clue is. (Each day past since event = +2; Minor clue = +0; Moderate clue = +2; Major clue = +5). The DM should make the second search check to analyze a clue. You can take 10 when making a Search Check to find a clue, but you can’t take 20. Synergy: If you have 5 or more ranks in an appropriate Knowledge skill, you get a +2 bonus on Search Checks to find or analyze a clue. URBAN TRACKING: You can track the location of missing persons or wanted individuals within communities. To find the trail of an individual or follow it for 1 hour requires a Gather Information Check. You must make another Gather Information Check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC Check and the number of checks required to track down your quarry depends on the community size and conditions. (Community Size/DC/Checks Required: Thorp, Hamlet or Village = DC 5 – 1d3 Checks; Small or Large Town = DC 10 – 1d4+1 Checks; Small or Large City = DC 15 – 2d4 Checks; Metropolis = DC 20; 2d4+2 Checks). (Conditions: Every 3 creatures in the group being sought = -1; Every 24 hours party has been missing/sought = +1; Tracked party lies low = +5; Tracked party matches community’s primary racial demographic = -2; Tracked party does not match community’s primary or secondary racial demographic = +2). If you fail a Gather Information Check, you can retry it after 1 hour of questioning. The DM should secretly roll the number of checks required so the PC doesn’t know how long the task will take. You can cut the time per Gather Information Check in half to 30 minutes per check rather than 1 hour, but you take a -5 penalty to the check. RESEARCH: You can use your Knowledge skills to extract information from books, scrolls, and other repositories of facts and figures. Benefit: This feat expands the way you can use the Knowledge skills. It allows you to use a Knowledge skill to navigate a library, an office filing system, a chronicler's repository, or a church's records storage cell in order to discover information. You must be able to read the language the texts are written in to research them. Research a Topic: Given enough time (usually 1d4 hours, though the DM can increase the time based on the amount of material you're examining) and a successful DC 10 skill check, you gain a general understanding of the topic you're researching. This assumes the information you are seeking exists within the collection of materials you are researching. The higher the check result, the better and more detailed the information (to the extent available within the source material). When you want to find out specific information on a specific topic, you must first find a library with tomes relating to that topic. The qualit of the library or collection can provide a circumstance bonus on your Knowledge check when performing research. General-purpose libraries (such as those found in some wealthy households, small churches, or towns) contain basic information on a variety of topics and provide a +1 circumstance bonus. A library devoted to a specific topic (usually owned by churches or organizations devoted to specific pursuits) provide a +2 circumstance bonus on Knowledge checks related to its topic. Comprehensive collections are harder to find, but they provide a +4 circumstance bonus. Such collections reside with large churches, in some larger cities, in some organizations and institutions, at Morgrave University, and in major chronicle offices. Even rarer and harder to gain access to are master collections, which provide a +6 circumstance bonus. Master collections are found in a few dragonmarked house enclaves, one or two royal libraries, and in the library at Korranberg. Examine Records: Examining books or records to get a general sense of what's in them takes time, skill, and some luck. Find a stack of ledgers in the alchemist's lab? Discover records in the crime lord's hideout? Locate the files pertaining to taxes collected by the city? To get a general sense of the information contained therein and whether or not you can use it, you must make a research check using the most appropriate Knowledge skill. The DC depends on the complexity of the code or filing system used. Complexity of Code/Knowledge DC/Time Needed Basic - DC 10 - 1d4 hours needed Simple - DC 15 - 1d4+1 hours needed Moderate - DC 20 - 1d4+2 hours needed Complex - DC 30 - 1d4+4 hours needed On any successful check, the higher the result, the better and more complete the information you glean. If you start out seeking a specific fact, date, map, or similar bit of information, the DM might increase the DC by as little as +5 or as much as +15. You can retry a Knowledge check made to perform research, though if the material you are examining doesn't contain the data you seek, you can't find it. You can take 10 or take 20 when making a Knowledge check to research a topic or examining records. This use of the Knowlege skill takes a minimum of 1d4 hours.
Condition and Effects
Additional Information
Healthy Experience Points: MAGIC ITEMS: GLOVES OF OBJECT READING: The palms and fingertips of these white lace gloves are threaded with platinum. While wearing these gloves and handling an inanimate object, you can learn details about that object's previous owner through the psychic impressions it has accumulated. The amount of information revealed depends on how long you study the object. 1st minute: Last owner's race. 2nd minute: Last owner's gender. 3rd minute: Last owner's age. 4th minute: Last owner's alignment. 5th minute: How last owner gained and lost the object. 6th+ minute: Next-to-last owner's race, and so on. Gloves of object reading will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.) An object without any previous owners, or without any owners in the past ten years, reveals no information. If you employ these gloves additional times on the same object, the information yielded is the same as the first time. Goggles of Minute Seeing – When placed over the eyes it allows wearer to see much better at distances of 1’ or less. Grants +5 competence bonus to Search Checks to find secret doors, traps and similar concealed objects. Both lenses must be worn for the magic to be effective. Safewing Emblem – Immediate activation. If fall at least 10’ it turns into leathery wings granting feather fall effect allowing safe descent up to 180’. Healing Belt (3 charges renewed each day at dawn. Spending one or more charges allows PC to heal with a touch (or harm undead) (one charge = 2d8; two charges = 3d8; and three charges = 4d8) - 3/3 Charges
BACKGROUND: C.S.I. Yellow ropes and blue uniformed Bobbies were the only thing holding the overly curious crowd at bay. In the middle of the grizzly scene lay the crumpled partially dismembered body of a common street urchin. His numerous cuts and nearly severed head formed a pool of crimson blood which was slowly thickening and turning brown as time passed. Walking about the crime scene was one small man wearing a wrinkled overcoat and wide brimmed hat who was surrounded by his assistants, all worthy detectives in their own right but who also seemed to be totally deferential to him. Carefully pacing about the entire area with unexpected grace and agility, Inspector Templer viewed the cordoned off location from seemingly endless angles and perspectives before he even approached the victim’s broken body. After directing police artists to accurately sketch various blood spatters and other evidence strewn about the location, the detective pulled a strange case from his pack as he ingeniously prepared to assault the crime scene; tweezers, small brushes, tiny bottles of powered substances and various chemicals, along with empty vials were his weapons of choice today. Attaching an unusual set of monocles over his eyes, Simon slowly approached the deceased’s body kneeling to take a closer look at the slaughtered lad. Even though it might have seemed tedious to the untrained eye, every move the cleric made took him one step closer to solving the tragic mystery. Whistling a merry tune that ironically belied the gorey mess, the detective delicately brushed a series of different powders on the youth’s body and in certain locations in the victim’s immediate area. “Um-hmmm…..um-hmmm,” was all the investigator seemed to ever say as he worked. After using a tiny knife to scrap some unidentified residue from under the deceased fingernails into an empty vial, Inspector Templer mixed it with various chemicals he had previously selected from his pack. Nodding and speaking only to himself, he muttered under his breath, “Just as I suspected. Yes indeed.” Suddenly stopping what he had been doing, the detective exclaimed, “Well what do we have here,” as he carefully retrieved something that was lodged between the fallen youth’s teeth with his set of small tweezers. Holding the substance up to the light, the detective first touched, then smelt and finally tasted a tiny bit of the evidence much to the obvious chagrin of his compatriots. “Yes, that makes perfect sense,” he said to no one in particular as he carefully placed this crucial piece of evidence into a vial full of chemicals which instantly turned the liquid bright purple. "Just as I thought." Nearing the end of his physical investigation, the Master Inquisitive lifted each arm and leg of the victim twisting and contorting them in various motions noting the stiffness and resistance of the limbs’ joints. Finally, he covered the body with a sheet which soon become completely blood soaked as he rose and walked over to the elder policeman supervising crowd control. Removing his spectacles and speaking in low tones so as not to be overheard by the bulk of the growing crowd, Inspector Templer surmised, “This lad was homeless, obviously living the best he could in the city’s eastern bakery district. His gaunt features and distended stomach tell a story of a lad whose diet consisted primary of starch instead of rich meat, likely scavenged from nearby trash bins based on the residue found under his fingernails. But the clue that tipped the scales was the unfinished morsel I retrieved from his teeth…..a rare species of Ravenloft rye which is only used by a few bakers in town, thus narrowing down the beginning of his flight to somewhere between 4th and 5th avenue.” “Now look at this. You see the light footprints my powders have revealed. They tell us that clearly the lad was running and first assaulted from behind before he was killed. The murderer is swift afoot even though severely pigeon toed. Clearly, based on the evidence, a struggle ensued……one that the lad had no chance to win. Given the lack of stiffness in his appendages, he was killed no more than 30 to 40 minutes ago.” “Yes, murdered by a well-built man standing well over six foot tall who is also left-handed based on the angles of the slash marks about the boy’s body. The killer was enraged at the boy for some reason; he clearly attempted to cut off the victim’s head after the youth was already dead. In light of the piece of hair I found still clutched in the victim’s right hand, our suspect likely has a full head of thick blonde hair……about thirtyish at most I would say given the strand’s relative health. Killed he was with a baker’s knife, 8 inches long with a serrated edge.” “As far as I know and based on the undisputable evidence, this can only be the work of one man that I'm aware of……..Thaddeous Johnson…….senior apprentice at Jack’s Bakery, corner of Bowery Street and 4th Avenue. As the work day is not over and the fact that he obviously attempted to clean himself up in this nearby horse trough after committing the foul deed, you’ll likely find that he has returned to work. I suggest that you proceed there immediately and pick him up for questioning. My assistants will go with you to gather further evidence as it’s my hunch this altercation began in the alleyway behind the bakery, most likely when Mr. Johnson caught our victim rummaging about the shop’s trash bin for food.” Suddenly the rising and falling din of the onlookers was interrupted by someone clapping. “Well done…..well done,” the Inspector heard above the commoners on the scene. Turning to see who it was, Father Templer at once recognized a familiar, but unexpected face among the crowd. Spying the visage of Clauswich Meier-Cannith, the detective needed no formal training to instantly know that something most foul was afoot. The well versed mage and accomplished investigator of the arcane in his own right never bothered with mundane crimes such as this; something important had brought the arcane dandy into the lower districts of town today and, knowing Claus as he did, it was usually something most terrible and urgent. Excusing himself from the constables, Investigator Templer said, “You can handle it from here I presume,” as he walked off without waiting for an answer. Reaching into a hidden pocket inside his dingy overcoat and pulling out a small clay pipe, the padre struck it alight with a Tindertwig which he callously threw to the blood soaked ground. As the sickly sweet smell of smoke rose about him, Father Templer asked the newcomer, “What brings you to the wrong side of the tracks old friend?” However, Simon already knew the answer, and so, no sooner had one crime been solved than the next mystery had already began, and with Clauswich involved it was guaranteed to make solving this last murder seem like child's play in comparison to what lay ahead.
Other Notes
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DISPEL WARD (Spell Compendium p. 123) Abjuration Level: Cleric1, sorcerer/wizard1 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One warded object or area Duration: Instantaneous Saving Throw: None Spell Resistance: No Your head throbs with energy as you recite the final few phrases of the spell. A moment later, the entergy releases and the area you designated as the spell's target glows silver for several seconds. You heahr a sound like a mechanical object winding down. This spell functions like dispel magic (PH 223), except that it can be used only in the targeted or area version, and it affects only abjuration magic placed upon objects or areas (such as arcane lock, explosive runes, fire trap, glyph of warding, and guards and wards. The maximum bonus on the level check is +10. SCHOLAR'S TOUCH (Races of Destiny p. 168) Divination Level: Bard1, Cleric1, sorcerer/wizard1 Components: V, S, M, F Casting Time: 1 standard actioin Range: Personal Target: One book/round Duration: Concentration, up to 1 round/level With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study--the character does not gain perfect recall of the information, just whatever he would have dotten from reading it completely once (Intelligence level should affect retention). If you can't read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding). Material Components: A scrap of parchment and a pinch of tinder Focus: A thin crystal disc BLESSED AIM Divination Level: Blackguard1, Cleric1, Paladin1 Components: V, S Casting Time: 1 standard action Range: 50' Effect: 50' radius spread centered on you Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: No This spell grants your allies within the spread a +2 morale bonus on ranged attack rolls. RESURGENCE, LESSOR - (1st level) - Complete Divine - Abjuration - VS - 1 standard action - range touch - target creature touched - duration instantaneous Lay hands and say short prayer. Target can re-roll a saving throw against an ongoing spell, spell-like ability, or supernatural ability, such as dominate person, a chaos beast's corporeal instability, or the sickening effect (but not damage) from unholy blight. If the target is the subject of more than one effect, the target chooses which effect to re-roll against. If the re-roll is successful, then the spell affecting the target immediately ends. It does not restore hit points or ability score damage, but it does eliminate any conditions such as shaken, fatigue, or naseau that were caused by the spell, spell-like ability, or supernatural ability. If no save was orginally allowed the target, this spell will not grant a save. LIGHT OF LUNIA Evocation (Good, Light) Level: Celestia, cleric/wiz 1 Components: V, S Casting Time: 1 standard action Range; Medium (100' + 10'/level) Target & Effect: You and up to two rays Duration: 10 min/level or discharged Saving Throw: None Spell Resistance: Yes, see text You glow in a silvery radiance of Lunia, 1st layer of the Seven Mounting Heavens of Celestia. The silvery radiance created by this spell emanates from you in a 30-foot radius, and dim light extends for an additional 30 feet. Beginning one turn after you cast this spell, you can choose to expend some or all of the light of Lunia as a ray of light. You must succeed on a ranged touch attack with the ray to strike a target. You can make a single ranged touch attack that deals 1d6 points of damage, or 2d6 points of damage against undead or evil outsiders, with a range of 30 feet. Spell resistance applies to this attack. This dims your silvery radiance to half (15 foot light, with dim light for an additional 15 feet). You can choose to fire one addditional ray with the same characteristics either on the same round or on a subsequent round. Firing the second ray quenches your radience and ends the spell. UPDRAFT Conjuration (Creation)[Air] Level: Cleric1, Druid1 Components: V, S, M Casting Time: 1 swift action Range: Personal Target: You Duration: Instantaneous Updraft conjures forth rushing air that propels you upward. You gain 10 feet per level of altitude, and then gently float back down to the ground. At any point during your descent, you can move up to 5 feet laterally. Material Component: A miniature propeller or windmill. VIGOR, LESSER Conjuration (Healing) Level: Cleric 1, druid 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 15 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject�s life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Leessor vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell�s duration by the full duration of the second spell. BARDIC KNOWLEDGE: (Bard Level + Intelligence = +3 check) to see if know something about local notable people, legendary items, or noteworthy places. DC 10 = common; 20 = uncommon; 25 = obscure; 30 extremely obscure. BARDIC MUSIC: Singing (ballad, chant, whistling, or melody) and Wind Instruments (flute, pan pipes, recorder, shawm, trumpet, horn). Starting to play/sing is a standard action. During the playing bard cannot cast spells or use magic items. Bard can sing and fight. COUNTERSONG: Can counter magical effects that depend on sound by making a perform check each round. Any creature within 30' of the bard (including bard) affected by sonic magic or language-dependent magic attacks (such as sound burst or command spell) may use the bard's perform check result in place of its saving throw if, after the saving throw is rolled, the perform check result proves to be higher. If a creature in range is under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw each round it hears the countersong, but it must use the bard's check for the save. Bard may keep the countersong up for 10 rounds. FASCINATE: Can use music to fascinate creatures within 90', able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. Target one creature at first level. Make a perform check and this is the DC Will save for each creature against the effect. If creature's throw succeeds, bard cannot attempt to fascinate that creature for 24 hours. If saving throw fails, creature sits quietly and listens to song taking no other actions for as long as the bard plays and concentrates (up to one round per bard level). While fascinated, creature takes -4 penalty on skill checks made as reactions (such as Listen and Spot Checks). Any potential threat, such as an ally approaching the creature, requires bard to make a new perform check and allows the creature a new saving throw against the new perform check result. Any obvious threat (such as drawing a weapon, aiming a ranged weapon at the target or casting a spell) automatically breaks the effect. Fascination is a mind-affecting ability. INSPIRE COURAGE: Use song or poetics to inspire courage in allies (and self). Must be able to hear the bard sing. Effect lasts as long as ally hears bard sing and for 5 rounds thereafter. Affected ally receives +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.