Created using PCGen 6.04.01 on May 24, 2017

Pep Lawful Good Corellon Larethian 0
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Paladin12 66000 Elf (High) Medium / 5 ft. 5' 9" 167 lbs. Low-Light
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
12 78000 (12000.0) 154 Male Blue Blonde,
LEVEL NEXT LEVEL/NEEDS AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 16 +3
DEX
Dexterity
12 +1 12 +1
CON
Constitution
16 +3 20 +5
INT
Intelligence
12 +1 12 +1
WIS
Wisdom
11 +0 11 +0
CHA
Charisma
18 +4 18 +4

LOCATION HITS

DAMAGE
REDUCTION

SPEED
HP
Hit Points
133
Head=19.95, Chest=106.4, Abdomen=79.8, Limb=33.25
  
Walk 20 ft.
AC
Armour Class
22 : 21 : 11 = 10 + 10 + 1 + 1 + 0 + 0 + 0 + 0 + 0
40% -5 +1 17  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+1 = +1 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+12/+7/+2

SKILLS MAX
RANKS
15/7.5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Appraise INT 1 = 1
+ 0.0
+ 0
  Balance DEX -2 = 1
+ 2.0
+ -5
  Bluff CHA 4 = 4
+ 0.0
+ 0
  Climb STR 0 = 3
+ 2.0
+ -5
  Concentration CON 10 = 5
+ 5.0
+ 0
  Craft (Untrained) INT 1 = 1
+ 0.0
+ 0
  Diplomacy CHA 9 = 4
+ 3.0
+ 2
  Disguise CHA 4 = 4
+ 0.0
+ 0
  Escape Artist DEX -4 = 1
+ 0.0
+ -5
  Forgery INT 1 = 1
+ 0.0
+ 0
  Gather Information CHA 4 = 4
+ 0.0
+ 0
  Handle Animal CHA 8 = 4
+ 4.0
+ 0
  Heal WIS 6 = 0
+ 6.0
+ 0
  Hide DEX -4 = 1
+ 0.0
+ -5
  Intimidate CHA 4 = 4
+ 0.0
+ 0
  Jump STR -6 = 3
+ 2.0
+ -11
  Knowledge (Religion) INT 4 = 1
+ 3.0
+ 0
  Listen WIS 4 = 0
+ 2.0
+ 2
  Move Silently DEX -4 = 1
+ 0.0
+ -5
  Perform (Untrained) CHA 4 = 4
+ 0.0
+ 0
  Ride DEX 4 = 1
+ 3.0
+ 0
  Search INT 3 = 1
+ 0.0
+ 2
  Sense Motive WIS 5 = 0
+ 5.0
+ 0
  Spot WIS 2 = 0
+ 0.0
+ 2
  Survival WIS 0 = 0
+ 0.0
+ 0
  Swim STR -7 = 3
+ 0.0
+ -10
  Use Rope DEX 1 = 1
+ 0.0
+ 0
= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+17 = +8 + +5 + +0
+ +0
+ +4
+
Reflex
Dexterity
+9 = +4 + +1 + +0
+ +0
+ +4
+
Will
Wisdom
+10 = +4 + +0 + +0
+ +0
+ +6
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+15/+10/+5 = +12/+7/+2
+ +3 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+13/+8/+3 = +12/+7/+2
+ +1 + +0
+ +0
+ +0
+
GRAPPLE
ATTACK BONUS
+15/+10/+5 = +12/+7/+2
+ +3 + +0
+ +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+15/+10/+5
1d3+3
20/x2
5 ft.

*Holy Avenger
HAND TYPE SIZE CRITICAL REACH
Primary
S
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +20/+15/+10
+16/+11/+6
+20/+15/+10
+14/+9/+4
+16/+11/+6
+10
 Dam 1d8+8
1d8+6
1d8+9
1d8+8
1d8+8
1d8+6
 Special Properties  Spell resistance on wielder and anyone adjacent (5 + paladin's level), Cold Iron - 30hp/inch and 10 hardness, good-aligned, +2d6 holy damage vs. evil

Masterwork Sling
HAND TYPE SIZE CRITICAL
Carried
B
M
20/x2
  Range 30 ft.'
50 ft.'
100 ft.'
150 ft.'
200 ft.'
 Bonus +14/+9/+4
+14/+9/+4
+12/+7/+2
+10/+5/+0
+8/+3/-2
 Dam 1d4+3 1d4+3 1d4+3 1d4+3 1d4+3
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

Masterwork Sword (Bastard)
HAND TYPE SIZE CRITICAL REACH
Carried
S
M
19-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +17/+12/+7
+13/+8/+3
+17/+12/+7
+11/+6/+1
+13/+8/+3
+7
 Dam 1d10+3
1d10+1
1d10+4
1d10+3
1d10+3
1d10+1
 Special Properties  

1H-P: One handed, primary hand. 1H-O: One handed, 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.
*Armour of the Long Journey
TYPEARMOR BONUSMAX DEX BONUS
Heavy
+10
+1
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-5
35
(Full Plate +2 (Cold Resistance)), Absorbs 10 points of Cold damage per attack

TYPEARMOR BONUSMAX DEX BONUS



CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES




PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. Foz v 18

Created using PCGen 6.04.01 on May 24, 2017
Player: ; Character Name: Pep

EQUIPMENT
ITEM LOCATION QTY WT. COST
 Amulet of Health +4
Equipped
1
0
16000
 Holy Avenger
(Spell resistance on wielder and anyone adjacent (5 + paladin's level), Cold Iron - 30hp/inch and 10 hardness, good-aligned, +2d6 holy damage vs. evil)
Equipped
1
4
120630
 Outfit (Explorer's)
Equipped
1
8
0
 Armour of the Long Journey
((Full Plate +2 (Cold Resistance)), Absorbs 10 points of Cold damage per attack)
Equipped
1
50
23650
ITEM LOCATION QTY WT. COST
 Masterwork Shield (Light/Metal)
Equipped
1
6
159
 Masterwork Sling
Carried
1
0
300
 Masterwork Sword (Bastard)
Carried
1
6
335
TOTAL WEIGHT CARRIED/VALUE   66 lbs. 161074 gp
WEIGHT ALLOWANCE
Light 76 Medium 153 Heavy 230

MONEY

TEMPLATES
Base Race Type, Base Race Type ~ Humanoid

Turn Undead
TURNING CHECK
RESULT
AFFECTED
(MAX HIT DICE)
TURN LEVEL 9
TURN DAMAGE 2d6+13
Up to 0 5 TURNING CHECK 1d20+4
1 - 3 6 TURNS/DAY 7
4 - 6 7
7 - 9 8 You destroy Undead creatures with total hit dice up to 4.
10 - 12 9
13 - 15 10
16 - 18 11
19 - 21 12
22+ 13

1H-P: One handed, primary hand. 1H-O: One handed, 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.
LANGUAGES
Common, Elven, Sylvan
PROFICIENCIES
Axe (Throwing), Battleaxe, Boulder, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells (Ray), Spells (Touch), Spiked Armor, Sword (Bastard), Sword (Short), Trident, Unarmed Strike, Waraxe (Dwarven), Warhammer
SPECIAL ATTACKS
Turn Undead 7/day (turn level 9) (turn damage 2d6+13)
SPECIAL QUALITIES
Associates While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Aura of Courage (Su) Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Code of Conduct A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act. Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell.
Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health (Ex) At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Lay on Hands (Su) Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Remove Disease (Sp) At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Smite Evil (Su) Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Special Mount (Sp) Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin). Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the paladin's mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Spells Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Wisdom modifier. Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does. A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
Turn Undead (Su) When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Elf Racial Traits (Ex)

Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. Elves esteem the arts of swordplay and archery, so all elves are familiar with these weapons.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. An elf's senses are so keen that she practically has a sixth sense about hidden portals.

Low-Light Vision (Ex) You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Resistance To Cold (Sp) You may ignore 10 points of Cold damage each time you take Cold damage
FEATS
NAME DESCRIPTION
Exotic Weapon Proficiency (Sword (Bastard)) Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Iron Will You get a +2 bonus on all Will saving throws.
Martial Weapon Proficiency (Longbow, Longsword, Rapier, Shortbow) Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Power Attack On your action, before making attack rolls for a round, you may choose to subtract up to 12 from all melee attack rolls and add the same number to all melee damage rolls.
Weapon Focus (Sword (Bastard)) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Created using PCGen 6.04.01 on May 24, 2017
Player: ; Character Name: Pep


Magic Item Spell-like Abilities
Dispel Magic, Greater
Save: None
Time: 1 standard action, at will
Duration: Instantaneous
Rng: Medium (220 ft.)
Comp: V, S
SR: No
School: Abjuration
Effect:  As dispel magic, but +20 on check.
Source:  SpellsD-E
Target Area:   One spellcaster, creature, or object; or 20-ft.-radius burst
Caster Level: 12


Created using PCGen 6.04.01 on May 24, 2017
Player: ; Character Name: Pep

Paladin Spells
LEVEL 0 1 2 3 4
KNOWN 0 0 0 0 0
PER DAY 0 1 1 1 0
LEVEL 1
Bless
Save: None
Time: 1 standard action
Duration: 6 minutes
Rng: 50 ft.
Comp: V, S, DF
SR: Yes (harmless)
School: Enchantment
☐☐☐
Effect:  Allies gain +1 on attack rolls and +1 on saves against fear.
Source:  SpellsA-B
Target Area:   The caster and all allies within a 50-ft. burst, centered on the caster
Caster Level:   6
Bless Water
DC: 11
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
☐☐☐
Effect:  Makes holy water.
Source:  SpellsA-B
Target Area:   Flask of water touched
Caster Level:   6
Bless Weapon
Save: None
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S
SR: No
School: Transmutation
☐☐☐
Effect:  Weapon strikes true against evil foes.
Source:  SpellsA-B
Target Area:   Weapon touched
Caster Level:   6
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: No
School: Conjuration
☐☐☐
Effect:  Creates 12 gallons of pure water.
Source:  SpellsC
Target Area:   Up to 12 gallons of water
Caster Level:   6
Cure Light Wounds
DC: 11
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  Cures 1d8+5 damage.
Source:  SpellsC
Target Area:   Creature touched
Caster Level:   6
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (40 ft.)
Comp: V, S
SR: No
School: Divination
☐☐☐
Effect:  Detects poison in one creature or small object.
Source:  SpellsD-E
Target Area:   One creature, one object, or a 5-ft. cube
Caster Level:   6
Detect Undead
Save: None
Time: 1 standard action
Duration: Concentration, up to 6 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
☐☐☐
Effect:  Reveals undead within 60 ft.
Source:  SpellsD-E
Target Area:   Cone-shaped emanation
Caster Level:   6
Divine Favor
Save: None
Time: 1 standard action
Duration: 1 minute
Rng: Personal
Comp: V, S, DF
SR: No
School: Evocation
☐☐☐
Effect:  You gain +2 on attack and damage rolls.
Source:  SpellsD-E
Target Area:   You
Caster Level:   6
Endure Elements
DC: 11
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Exist comfortably in hot or cold environments.
Source:  SpellsD-E
Target Area:   Creature touched
Caster Level:   6
Magic Weapon
DC: 11
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless, object)
School: Transmutation
☐☐☐
Effect:  Weapon gains +1 bonus.
Source:  SpellsM-O
Target Area:   Weapon touched
Caster Level:   6
Protection from Chaos
DC: 11
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  SpellsP-R
Target Area:   Creature touched
Caster Level:   6
Protection from Evil
DC: 11
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
☐☐☐
Effect:  +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Source:  SpellsP-R
Target Area:   Creature touched
Caster Level:   6
Read Magic
Save: None
Time: 1 standard action
Duration: 60 minutes
Rng: Personal
Comp: V, S, F
SR: No
School: Divination
☐☐☐
Effect:  Read scrolls and spellbooks.
Source:  SpellsP-R
Target Area:   You
Caster Level:   6
Resistance
DC: 11
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Subject gains +1 on saving throws.
Source:  SpellsP-R
Target Area:   Creature touched
Caster Level:   6
Restoration, Lesser
DC: 11
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
☐☐☐
Effect:  Dispels magical ability penalty or repairs 1d4 ability damage.
Source:  SpellsP-R
Target Area:   Creature touched
Caster Level:   6
Virtue
DC: 11
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains 1 temporary hp.
Source:  SpellsT-Z
Target Area:   Creature touched
Caster Level:   6
LEVEL 2
Bull's Strength
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation
☐☐☐
Effect:  Subject gains +4 to Str for 6 minutes.
Source:  SpellsA-B
Target Area:   Creature touched
Caster Level:   6
Eagle's Splendor
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
☐☐☐
Effect:  Subject gains +4 to Cha for 6 minutes.
Source:  SpellsD-E
Target Area:   Creature touched
Caster Level:   6
Resist Energy
DC: 12
Save: Fortitude negates (harmless)
Time: 1 standard action
Duration: 60 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Ignores first 10 points of damage/attack from specified energy type.
Source:  SpellsP-R
Target Area:   Creature touched
Caster Level:   6
Shield Other
DC: 12
Save: Will negates (harmless)
Time: 1 standard action
Duration: 6 hours [D]
Rng: Close (40 ft.)
Comp: V, S, F
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  You take half of subject's damage.
Source:  SpellsS
Target Area:   One creature
Caster Level:   6
LEVEL 3
Cure Moderate Wounds
DC: 13
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  Cures 2d8+6 damage.
Source:  SpellsC
Target Area:   Creature touched
Caster Level:   6
Daylight
Save: None
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Touch
Comp: V, S
SR: No
School: Evocation
☐☐☐
Effect:  60-ft. radius of bright light.
Source:  SpellsD-E
Target Area:   Object touched
Caster Level:   6
Remove Curse
DC: 13
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
☐☐☐
Effect:  Frees object or person from curse.
Source:  SpellsP-R
Target Area:   Creature or item touched
Caster Level:   6
* = Domain/Specialty Spell


Magic Item Spells
At Will Dispel Magic, Greater (DC:)



Created using PCGen 6.04.01 on May 24, 2017
Player: ; Character Name: Pep

Magic Item
Paladin
* = Domain/Specialty Spell

Created using PCGen 6.04.01 on May 24, 2017
Player: ; Character Name: Pep

Prepared Spells
Paladin
Level 1
Bless Weapon (DC:)
* = Domain/Specialty Spell