Monday, February 25, 2019

Forbidding Spirit

Abu Knet, Forbidding Spirit
CR 6                                                                                                                   XP: 2,400
Male human ghost cleric of Uragthoa 5
LE Medium undead (augmented human, incorporeal)
Init +2; Senses Perception +11
AC 17, touch 17, flat-footed 15 (+2 Dex, +5 deflection)
HP 51 (5d8+25)
Fort +9, Ref +5, Will +9
Defensive Abilities  incorporeal, rejuvenation; Immune undead traits; Resist channel resistance +4
Speed 0 ft., fly 30 ft. (perfect)
Melee melee touch +5
Ranged ranged touch +5
Special Attacks channel positive energy 8/day (DC 17, 3d6), corrupting touch
Spell-Like Abilities (CL 5th; melee touch +5, ranged touch +5) 6/day—rebuke death (1d4+2), touch of law
Spells Prepared (CL 5th)
  3rd-Bestow Curse (DC 16), Cure Serious Wounds (D), Deeper Darkness
  2nd-Align Weapon (law only D), Death Knell (DC 15), Enthrall (DC 15), Hold Person (DC 15)
  1st-Bless Water (DC 14), Command (DC 14), Detect Evil, Doom (DC 14), Protection from Chaos (D)
  0th-—Detect Magic, Light, Purify Food and Drink (DC 13), Read Magic (D Domain)
Domain: Healing, Law
Str -, Dex 14, Con -, Int 12, Wis 16, Cha 20
Base Atk +3; CMB +3; CMD 20
Feats Blind-Fight, Command Undead, Deceitful, Iron Will, Lightning Reflexes
Skills Bluff +7, Disguise +7, Fly +10, Heal +11, Knowledge (planes, religion) +9, Perception +11, Sense Motive +11, Spellcraft +9, Stealth +10
  Racial Modifiers +8 Perception, +8 Stealth
Languages Abyssal, Common
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

blur in the night shadow people

Shadow Mage
CR 6                                                                                                                XP: 2,400
Male human shodow evoker 6
NE Medium outsider (augmented human)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 33 (6d6+12)
Fort +3, Ref +4, Will +5
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20); melee touch +2
Ranged dagger +2 (1d4/19-20); ranged touch +5
Special Attacks intense spells +3
Spell-Like Abilities (CL 6th; ranged touch +5): 6/day—force missile (1d4+3)
Spells Prepared (CL 6th)
  3rd-Dispel Magic, Fly, Haste, Fireball (DC 17; x2)
  2nd-Flaming Sphere (DC 16), Glitterdust (DC 15), Mirror Image, Protection from Arrows, Scorching Ray (DC 16)
  1st-Burning Hands (DC 15), Color Spray (DC 14), Expeditious Retreat, Mage Armor (already cast), Shocking Grasp
  0th-Dancing Lights, Detect Magic, Light, Message (Arcane School Evocation Opposition Schools Enchantment, Necromancy)
Str 9, Dex 14, Con 12, Int 17, Wis 10, Cha 13
Base Atk +3; CMB +2; CMD 14
Feats Combat Casting, Craft Wand, Defensive Combat Training, Improved Initiative, Scribe Scroll, Spell Focus (evocation)
Skills Craft (armor) +10, Craft (weapons) +10, Fly +11, Knowledge (arcana) +12, Knowledge (engineering, geography, history) +7, Perception +6, Ride +6, Spellcraft +12
Languages Common, Draconic, Elven, Giant
SQ arcane bond (wand), shadow blend
Gear 2 scrolls of fly, 2 scrolls of invisibility, 2 scrolls of minor image, wand of magic missile (CL 5th, 50 charges, arcane bond item), wand of shocking grasp (50 charges), 3 tanglefoot bags; Other Gear 2 daggers, 20 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Priest
CR 5                                                                                                              XP: 1,600
Male human shodow cleric 5
LE Medium outsider (augmented human)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +6
AC 18, touch 9, flat-footed 18 (+7 armor, -1 Dex, +2 shield)
HP 41 (5d8+17)
Fort +7, Ref +1, Will +7
DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +8 (1d8+3/19-20); melee +6
Ranged ranged +2
Special Attacks channel positive energy 6/day (DC 13, 3d6)
Spell-Like Abilities (CL 5th; melee touch +6) 5/day—touch of law, battle rage (+2 damage)
Spells Prepared (CL 5th)
  3rd-Dispel Magic, Magic Vestment (D), Searing Light
  2nd-Align Weapon (law only D), Enthrall (DC 14), Resist Energy (DC 14), Sound Burst (DC 14)
  1st-Command (DC 13), Divine Favor, Magic Weapon (D), Shield of Faith, Summon Monster I
  0th-Guidance, Light, Purify Food and Drink, Resistance (D Domain)
Domain: Law, War
Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 15
Feats Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (Longsword)
Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6
Languages Common,
Gear potion of bull’s strength, thunderstone
Other Gear masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow mage blends into the shadows, giving it concealment (20% miss chance). A shadow mage can suspend or resume this ability as a free action.
Shadow Ranger
CR 6                                                                                                              XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +8, Will +3
DR 5/magic; SR 12; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk battleaxe +10/+5 (1d8+3/x3) or dagger +9/+4 (1d4+3/19-20)
Ranged +1 composite shortbow +10/+5 (1d6+4/x3)
Special Attacks  favored enemy (magical beasts +4,, monstrous humanoids +2)
Spells Prepared (CL 3rd)
  1st-—Speak With Animals
Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22
Feats Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Precise Shot, Rapid Shot, Self-Sufficient
Skills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12, Swim +7
Languages Common
SQ hunter’s bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5
Gear masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow [+3 Str], 40 arrows, 10 cold iron arrows, 10 alchemical silver arrows, 4 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Thief
CR 3                                                                                                               XP: 800
Male human shadow fighter rogue 3
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
HP 16 (3d8+3)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1; DR 5/magic; SR 8; Resist cold 5, electricity 5
Speed 30 ft.
Melee sap +3 (1d6+1 disarm) or dagger +3 (1d4+1/19-20)
Ranged mwk composite shortbow +6 (1d6+1/x3) or dagger +5 (1d4 +1/19-20)
Special Attacks sneak attack +2d6
Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 16
Feats Deft Hands, Skill Focus (Perception), Stealthy
Skills Acrobatics +9, Appraise +5, Bluff +5, Climb +9, Disable Device +13, Disguise +5, Escape Artist +11, Knowledge (local) +8, Perception +9, Sleight of Hand +11, Stealth +11, Swim +7
Languages Common, Elven, Halfling
SQ rogue talent (quick disable), trapfinding +1
Gear potion of feather fall, potion of jump, tanglefoot bag
Other Gear leather armor, dagger, sap, masterwork composite shortbow [+1 Str], 20 arrows, universal solvent, climber’s kit, 50 ft. silk rope with grappling hook, masterwork thieves’ tools
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.
Shadow Warrior
CR 6                                                                                                              XP: 2,400
Male human shadow fighter 6
NE Medium outsider (augmented human)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
AC 24, touch 13, flat-footed 21 (+8 armor, +3 shield, +3 Dex)
HP 42 (6d10+9)
Fort +6, Ref +5, Will +3
Defensive Abilities bravery +2;; Will +5 vs. fear; DR 5/magic; SR 11; Resist cold 10, electricity 10
Speed 30 ft.
Melee mwk longsword +12/+7 (1d8+6/19–20) or shortspear +10/+5 (1d6+4) or dagger +9/+4 (1d4+3/19–20)
Ranged mwk composite shortbow +10/+5 (1d6+3/x3)
Special Attacks weapon training (spears +1)
Str 16, Dex 16, Con 13, Int 8, Wis 12, Cha 10
Base Atk +6; CMB +9; CMD 22
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power Attack, Ride-By Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Craft (weapons) +3, Handle Animal +0, Perception +3, Profession (soldier) +5, Ride +7, Sense Motive +3, Survival +5
Languages Common
SQ armor training 1
Gear oil of magic weapon, potion of cure light wounds
Other Gear +1 banded mail, +1 heavy wooden shield, masterwork longsword, composite shortbow [+3 Str], 20 arrows, dagger, 2 shortspears, 18 gp
Shadow Blend (Su) In any illumination other than bright light, a shadow creature blends into the shadows, giving it concealment (20% miss chance). A shadow creature can suspend or resume this ability as a free action.