s_emotion | s_name | s_chaotic | s_evil | s_descriptor | s_inquisitor | s_medium | s_ranger | s_casting_time | s_sonic | s_components | s_divine_focus | s_spell_resistence | s_pain | s_psychic | s_air | s_effect | s_magus | s_patron | s_acid | s_electricity | s_shapeable | s_spell_level | s_area | s_source | s_haunt_statistics | s_mythic | s_short_description | s_material | s_verbal | s_disease | s_occultist | s_adept | s_mind_affecting | s_fear | s_ruse | s_shadow | s_summoner | s_description | s_force | s_earth | s_targets | s_subschool | s_costly_components | s_language_dependent | s_duration | s_alchemist | s_focus | s_summoner_unchained | s_range | s_full_text | s_linktext | s_shaman | s_death | s_light | s_SLA_Level | s_meditative | s_wiz | s_mythic_text | s_mesmerist | s_hunter | s_bloodline | s_school | s_bloodrager | s_augmented | s_fire | s_poison | s_oracle | s_antipaladin | s_draconic | s_deity | s_bard | s_water | s_darkness | s_druid | s_sor | s_witch | s_somatic | s_paladin | s_skald | s_investigator | s_material_costs | s_domain | s_saving_throw | s_good | s_spiritualist | s_cold | s_dismissible | s_description_formated | s_curse | s_cleric | s_lawful | 0 | Ironskin | 0 | 0 | earth | -1 | -1 | 2 | 1 standard action | 0 | V, S, DF/M (a pinch of forge soot) | 1 | 0 | 2 | 0 | -1 | 0 | 0 | 0 | alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, witch 2, psychic 2 | Monster Codex | 0 | 1 | 1 | 0 | -1 | -1 | 0 | 0 | 0 | 0 | -1 | Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. | 0 | 1 | you | 0 | 0 | 1 minute/level (D; see text) | 2 | 0 | -1 | personal | Ironskin School transmutation [earth]; Level alchemist 2, antipaladin 2, bloodrager 2, cleric/oracle 2, druid 2, paladin 2, ranger 2, witch 2, psychic 2CASTINGCasting Time 1 standard actionComponents V, S, DF/M (a pinch of forge soot)EFFECTRange personalTargets youDuration 1 minute/level (D; see text)DESCRIPTIONYour skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. | NULL | -1 | 0 | 0 | 2 | 0 | -1 | -1 | 2 | transmutation | 2 | 0 | 0 | 2 | 2 | 0 | -1 | 0 | 0 | 2 | -1 | 2 | 1 | 2 | -1 | -1 | NULL | 0 | -1 | 0 | 0 | Your skin hardens and takes on the color and texture of rough iron. You gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level. While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so. | 0 | 2 | 0 |
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