Summoning Orbs

Summoning Orbs (Scaling Magic Item) [Wiki]

Summoning orbs are handheld spheres usually made of a durable dense substance such as bone, metal, stone, or wood. Carved into the surface of the orb is usually an image or symbol giving a clue as to the creature that may be summoned with the wondrous items. Spellcasters often use these summoning orbs as pawns in magical strategy games not unlike chess. On the other hand, practitioners with the Beastmastery sphere may utilize these as mobile animal allies that can be tucked away or summoned at a moment's notice without the hassle of traveling with an entire herd or circus of animals.

Summoning Orb - Emissary Archon [Wiki]

Price 400 gp; Slot none; CL 3rd; Weight 1 lb.; Aura faint Conjuration; Scaling wonder.

This particular summoning orb is coated with polished silver, and has etched upon its surface the image of merchant scales centered within a sun. While held, the orb grants a +2 competence bonus to Charisma-based checks made with archons and other creatures possessing both the good and lawful subtypes.

5th Level

3,600 gp: 1/day, you may activate the summoning orb to conjure forth, an emissary lantern archon into an empty adjacent square, and remains for 3 rounds before disappearing. If the summoner can communicate with the creature (usually by speaking celestial), and is neither chaotic or evil, the summoner can direct it not to attack, to attack particular enemies, or to perform other actions. If the summoner lacks the ability to properly communicate with the archon (such as lacking the celestial language), the archon must be “pushed” with a DC 20 Diplomacy or Linguistics check as if using the Handle Animal skill. If the summoner is of chaotic alignment, the archon will feel under no obligation to follow any directions or orders given by the summoner. If the summoner is of evil alignment, the archon will not only be under any obligation to follow any directions or orders given by the summoner, but may very well turn on and attack its summoner.

Emissary Lantern Archon
LG Small outsider (archon, extraplanar)
Init +4; Perception +1

Defense
AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +4
Defensive Abilities evasion; DR 2/evil

Offense
Speed 5 ft., Hover 30 ft. (average)
Melee bite +0 (1d4-3)
Ranged destructive blast +7 ranged touch (1d4 or 3d4 w/ 1sp; 1d8 or 3d8 vs undead)
Space 5 ft.; Reach 5 ft.

Magic
Caster Level 1; MSB +3, MSD 12, Concentration +4
Tradition Inherent Divinity (drawbacks: emotional casting, energy focus (Destruction), hidden magic (Divination), verbal casting; boons: easy focus); CAM Cha
Spell Points 1
Destruction Sphere - DC 11, Talents Incandescent Blast
. destructive blast +6 touch (incandescent)
Divination Sphere - DC 11, Duration concentration; Range medium (110 ft.); Talents Expanded Divinations
. divine (alignment, hostility, illusions, protection, ultravision, warp)
Warp Sphere - DC 11, Range close (25 ft.) or medium (110 ft.) w/ 1sp; Target touch
. teleport

Statistics
Str 5, Dex 18, Con 13, Int 10, Wis 12, Cha 12
Base Atk +3; CMB -1; CMD 13
Feats Extra Magic Talent x2
Skills Fly +10, Sense Motive +4
Languages celestial

Special Abilities
Aligned Attacks The lantern archon’s attacks count as good for the purpose of overcoming damage reduction.

7th Level

6,400 gp: Instead of summoning an emissary lantern archon, you may summon an emissary hound archon, and the summon remains for 4 rounds before disappearing.

Emissary Hound Archon
LG Medium outsider (archon, extraplanar)
Init +1; Perception +0

Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 25 (3d10+9)
Fort +6, Ref +2, Will +3
DR 2/evil

Offense
Speed 30 ft.
Melee +1 greatsword +7 (2d6+5)
Ranged +1 javelin +5 (1d6+4)
Space 5 ft.; Reach 5 ft.

Magic
Caster Level 1; MSB +3, MSD 12, Concentration +4
Tradition Inherent Divinity (drawbacks: emotional casting, hidden magic (Divination), verbal casting; boons: easy focus); CAM Cha
Spell Points 1
Divination Sphere - DC 11, Duration concentration; Range medium (110 ft.); Talents Expanded Divinations
divine (alignment, enhancement, illusions, protection)
Fate Sphere - DC 11, Range close (25 ft.) or personal w/ 20 ft. radius
. hallow (word, 1sp)
. serendipity (consecration, concentration or 1 round w/ 1sp)

Martial
Tradition None; PAM Cha
Brute Sphere - DC 12
. shove +6 touch (move action, move up to half speed and w/ successful touch attack deal 3 bludgeoning damage plus battered)

Statistics
Str 16, Dex 12, Con 16, Int 7, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats Extra Magic Talent, Transformation; Associated Feats Improved Unarmed Strike
Skills Sense Motive +3
Languages celestial

Special Abilities
Aligned Attacks The hound archon’s attacks count as good for the purpose of overcoming damage reduction.
Transformation (Su) The hound archon may as a full-round action assume the form of a canine as if using the Animalistic Transformation form from the Alteration sphere. While shapeshifted, the hound archon’s stats are changed as follows: AC 14, touch 12, flat-footed 12; Speed 40 ft.; Senses scent; Melee bite +6 (1d6+4); CMD 17 (21 vs trip).

9th Level

14,000 gp: Instead of summoning an emissary lantern archon or hound archon, you may summon an emissary legion archon, and the summon remains for 7 rounds before disappearing.

Emissary Legion Archon
LG Medium outsider (archon, extraplanar)
Init +1; Perception +0

Defense
AC 21, touch 12, flat-footed 19 (+4 armor, +2 Dex, +5 natural)
hp 63 (6d10+24 plus Toughness)
Fort +9, Ref +3, Will +5
DR 3/evil

Offense
Speed 30 ft.
Melee +1 flaming greatsword +10/+5 (2d6+5 plus 1d6 fire)
Ranged +1 flaming javelin +7/+2 (1d6+4 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.

Magic
Caster Level 3; MSB +6, MSD 17, Concentration +8
Tradition Inherent Divinity (drawbacks: emotional casting, hidden magic (Divination), verbal casting; boons: easy focus); CAM Cha
Spell Points 2
Divination Sphere - DC 13, Duration concentration; Range medium (110 ft.); Talents Expanded Divinations
divine (alignment, enhancement, illusions, protection)
Fate Sphere - DC 13, Range close (25 ft.) or personal w/ 20 ft. radius
. hallow (word, 1sp)
. serendipity (consecration, concentration or 1 round w/ 1sp)

Martial
Tradition None; PAM Cha
Equipment Sphere - DC 15, Talents Throwing Mastery
. throwing mastery (throwing weapons return after attack resolves)
Gladiator Sphere - DC 15
. prowess (boast, immediate action, roll next weapon attack twice and use better result)
. strike fear (demoralization, full-round action, expend martial focus to make an Intimidate check against all targets within 30 ft.)
Lancer Sphere - DC 15, Talents Ranged Impale
. impale +8 (attack action, hit creatures are immobilized and battered)
. ranged impale (may attempt to impale creatures with thrown weapons)

Statistics
Str 16, Dex 12, Con 18, Int 7, Wis 10, Cha 14
Base Atk +6; CMB +9; CMD 20
Feats Extra Combat Talent, Extra Magic Talent, Toughness; Associated Feats Improved Unarmed Strike
Skills Sense Motive +6; Associated Skills Intimidate +7
Languages celestial

Special Abilities
Aligned Attacks The hound archon’s attacks count as good for the purpose of overcoming damage reduction.

Construction Requirements
Cost 7,000 gp; Feats Craft Wondrous Item; Spheres Conjuration sphere, Armored Companion, Battle Creature, Fortified Companion, Magical Companion, Planar Creature


Summoning Orb - Emissary Demon [Wiki]

Price 400 gp; Slot none; CL 3rd; Weight 1 lb.; Aura faint Conjuration; Scaling wonder.

This particular summoning orb is coated with a thin layer or lead, and has etched upon its surface the image of a menacing grimace centered within a moon. While held, the orb grants a +2 competence bonus to Charisma-based checks made with demons and other creatures possessing both the chaotic and evil subtypes.

5th Level

3,600 gp: 1/day, you may activate the summoning orb to conjure forth, an emissary dretch demon into an empty adjacent square, and remains for 3 rounds before disappearing. If the summoner can communicate with the creature (usually by speaking abyssal), the summoner can direct it not to attack, to attack particular enemies, or to perform other actions. If the summoner lacks the ability to properly communicate with the demon (such as lacking the abyssal language), the demon must be “pushed” with a DC 20 Diplomacy or Linguistics check as if using the Handle Animal skill. The demon usually has no qualms obeying the directions or orders given by the summoner, regardless of their alignment, however their only true allegiance is to themselves and will turn on or betray their summoner if it would be beneficial to the fiend.

Emissary Dretch Demon
CE Small outsider (demon, extraplanar)
Init +2; Perception +0

Defense
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +3, Will +3; +1 vs Poison
Defensive Abilities evasion; DR 2/good

Offense
Speed 30 ft.
Melee 2 slams +6 (1d4+2)
Space 5 ft.; Reach 5 ft.

Magic
Caster Level 1; MSB +3, MSD 12, Concentration +4
Tradition Inherent Divinity (drawbacks: emotional casting, verbal casting; boons: easy focus); CAM Cha
Spell Points 1
Mind Sphere - DC 11, Duration concentration; Range close (25 ft.); Talents Expanded Charm, Fear
. charm 1sp greater (fear, suggestion)

Statistics
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 12
Base Atk +3; CMB +4; CMD 16
Feats Extra Magic Talent x2
Skills Bluff +4
Languages abyssal

7th Level

6,400 gp: Instead of summoning an emissary dretch demon, you may summon an emissary cambion demon, and the summon remains for 4 rounds before disappearing.

Emissary Cambion Demon
CE Medium outsider (demon, extraplanar)
Init +1; Perception +0

Defense
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 25 (3d10+9)
Fort +6, Ref +3, Will +3; +1 vs Poison
DR 2/good

Offense
Speed 30 ft.
Melee +1 scimitar +7 (1d6+4/18-20)
Ranged +1 composite longbow +5 (1d8+4/x3)
Space 5 ft.; Reach 5 ft.

Magic
Caster Level 1; MSB +3, MSD 12, Concentration +4
Tradition Inherent Divinity (drawbacks: emotional casting, verbal casting; boons: easy focus); CAM Cha
Spell Points 1
Mind Sphere - DC 11, Duration concentration; Range close (25 ft.); Talents Command, Expanded Charm
. charm 1sp greater (command, suggestion)

Martial
Tradition None; PAM Cha
Barrage Sphere - DC 12
. barrage +3/+3 (special attack action, make two ranged attacks at full bab -2)
. melee archer (+1 atk and damage w/ ranged weapons at range of up to 30 ft.)

Statistics
Str 16, Dex 12, Con 16, Int 7, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 17
Feats Extra Magic Talent x2; Associated Feats Point-Blank Shot, Rapid Shot
Skills Bluff +4
Languages abyssal

9th Level

14,000 gp: Instead of summoning an emissary dretch demon or cambion demon, you may summon an emissary succubus demon, and the summon remains for 7 rounds before disappearing.

Emissary Succubus Demon
CE Medium outsider (demon, extraplanar)
Init +1; Perception +0

Defense
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
hp 57 (6d10+24)
Fort +9, Ref +3, Will +5; +2 vs Poison
DR 3/good

Offense
Speed 30 ft.
Melee +2 dagger +11/+5 (1d4+5)
Space 5 ft.; Reach 5 ft.

Magic
Caster Level 3; MSB +6, MSD 17, Concentration +8
Tradition Inherent Divinity (drawbacks: emotional casting, verbal casting; boons: easy focus); CAM Cha
Spell Points 2
Mind Sphere - DC 11, Duration concentration; Range close (25 ft.); Talents Enthrall, Expanded Charm, Powerful Charm
. charm 1sp greater, 2sp powerful (enthrall, suggestion)

Martial
Tradition None; PAM Cha
Fencing Sphere - DC 15, Talents Fast Feint, Feint Strike
. fast feint (move action, feint)
. fatal thrust (+2d6 precision damage)
. feint strike (free attack with successful feint)

Statistics
Str 16, Dex 12, Con 18, Int 7, Wis 10, Cha 14
Base Atk +6; CMB +9; CMD 20
Feats Extra Magic Talent x3; Associated Feats Improved Feint
Skills Disguise +11; Associated Skills Bluff +8
Languages abyssal

Special Abilities
Transformative (Sp) At-will, as a standard action, the succubus may change her appearance using the Disguise skill.

Construction Requirements
Cost 7,000 gp; Feats Craft Wondrous Item; Spheres Conjuration sphere, Battle Creature, Fortified Companion, Magical Companion, Planar Creature, Transformative


Summoning Orb - Primal Bear [Wiki]

Price 400 gp; Slot none; CL 5th; Weight 1 lb.; Aura moderate Conjuration; Scaling wonder.

This particular summoning orb is made of polished mahogany, and has carved upon its surface the image of a bear’s head surrounded in knotwork. While held, the orb grants a +2 competence bonus to Handle Animal checks made to Handle or “Push” ursine animals or magical beasts (bears, dire bears, owlbears, etc).

4th Level

2,000 gp: 1/day, you may activate the summoning orb to conjure forth a primal bear into an empty adjacent square, which remains for 5 rounds before disappearing. The bear is a Conjuration sphere summon possessing the Bestial and Martial Companion archetypes. Unless the summoner is under the effect of speak with animals (or similar ability), the primal bear must be handled or “pushed” with the Handle Animal skill, and qualifies as an animal ally for the Beastmastery sphere.

Primal Bear
N Medium animal (extraplanar)
Init +2; Perception +0

Defense
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 30 (4d10+8)
Fort +6, Ref +6, Will +1

Offense
Speed 40 ft.
Melee 2 claws +6 (1d4+2), bite +6 (1d6+3)
Space 5 ft.; Reach 5 ft.

Martial
Tradition None; PAM Wis
Wrestling Sphere - DC 12, Talents Powerslam
. powerslam (attack of opportunity action, expend martial focus to make a grapple check)
. snag +6 touch (swift action, battered)

Statistics
Str 14, Dex 14, Con 14, Int 2, Wis 10, Cha 11
Base Atk +4; CMB +6; CMD 18 (22 vs trip)
Feats Endurance, Skill Focus (Survival); Associated Feats Improved Unarmed Strike
Skills Survival +7
Purpose: Guarding (attack, defend, down, and guard); Other Tricks come, perform

6th Level

5,600 gp: The summoned ursine is now a primal grizzly bear, and remains for 7 rounds before disappearing.

Primal Grizzly Bear
N Large animal (extraplanar)
Init +1; Perception +0

Defense
AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
hp 51 (6d10+18)
Fort +8, Ref +6, Will +2

Offense
Speed 40 ft.
Melee 2 claws +9 (1d6+4), bite +9 (1d8+6)
Space 10 ft.; Reach 10 ft.

Martial
Tradition None; PAM Wis
Berserker Sphere - DC 13
. berserking (free action, -2 ac to gain 9 temp hp)
. brutal strike +9 (special attack action, battered, if expend martial focus +12 damage)
Wrestling Sphere - DC 13, Talents Powerslam
. powerslam (attack of opportunity action, expend martial focus to make a grapple check)
. snag +9 touch (swift action, battered)

Statistics
Str 18, Dex 12, Con 16, Int 2, Wis 10, Cha 11
Base Atk +6; CMB +11; CMD 22 (26 vs trip)
Feats Endurance, Run, Skill Focus (Survival); Associated Feats Improved Unarmed Strike
Skills Survival +9
Purpose: Guarding (attack, defend, down, and guard); Other Tricks come, perform, stay

8th Level

8,000 gp: The summoned ursine is now a primal dire bear, and remains for 1 minute before disappearing.

Primal Dire Bear
N Large animal (extraplanar)
Init +1; Perception +0

Defense
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
hp 76 (8d10+24 plus Toughness)
Fort +9, Ref +7, Will +2

Offense
Speed 40 ft.
Melee 2 claws +11 (1d6+4), bite +11 (1d8+6)
Space 10 ft.; Reach 10 ft.

Martial
Tradition None; PAM Wis
Berserker Sphere - DC 14, Talents Bone-Breaker
. berserking (free action, -2 ac to gain 11 temp hp)
. brutal strike +11 (special attack action, battered, if expend martial focus +16 damage)
. exertion (bone-breaker: battered targets get -3 atk and dmg)
Wrestling Sphere - DC 14, Talents Powerslam
. powerslam (attack of opportunity action, expend martial focus to make a grapple check)
. snag +11 touch (swift action, battered)

Statistics
Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 11
Base Atk +8; CMB +13; CMD 24 (28 vs trip)
Feats Endurance, Run, Skill Focus (Survival), Toughness; Associated Feats Improved Unarmed Strike
Skills Survival +11
Purpose: Guarding (attack, defend, down, and guard); Other Tricks come, perform, stay

Construction Requirements
Cost 4,000 gp; Feats Craft Wondrous Item; Spheres Conjuration sphere, Altered Size, Bestial


Summoning Orb - Primal Wolf [Wiki]

Price 400 gp; Slot none; CL 2nd; Weight 1 lb.; Aura faint Conjuration; Scaling wonder.

This particular summoning orb is made of polished ash, and has carved upon its surface the image of a wolf’s head surrounded in knotwork. While held, the orb grants a +2 competence bonus to Handle Animal checks made to Handle or “Push” canine animals or magical beasts (blink dogs, dire wolves, dogs, wolves, etc).

4th Level

1,600 gp: 1/day, you may activate the summoning orb to conjure forth a primal wolf into an empty adjacent square, which remains for 2 minutes before disappearing. The wolf is Conjuration sphere summon possessing the Bestial and Martial Companion archetypes. Unless the summoner is under the effect of speak with animals (or similar ability), the primal wolf must be handled or “pushed” with the Handle Animal skill, and qualifies as an animal ally for the Beastmastery sphere.

Primal Wolf
N Medium animal (augmented animal, extraplanar)
Init +2; Scent, Perception +5

Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d10+2)
Fort +4, Ref +5, Will +0

Offense
Speed 70 ft.
Melee bite +4 (1d6+3)

Martial
Tradition None; PAM Wis
Open Hand Sphere - DC 11
. sweep +2 (move action, trip w/o AoO)

Statistics
Str 14, Dex 14, Con 13, Int 2, Wis 10, Cha 11
Base Atk +2; CMB +4; CMD 16 (20 vs trip)
Feats Skill Focus (Perception); Associated Feats Improved Unarmed Strike
Skills Perception +5, Survival +0 (+4 tracking w/ scent)
Purpose: Hunting (attack, down, fetch, heel, seek, and track); Other Tricks guard

6th Level

4,800 gp: The summoned canine is now a primal dire wolf, and remains for 4 minutes before disappearing.

Primal Dire Wolf
N Large animal (augmented animal, extraplanar)
Init +1; Scent, Perception +6

Defense
AC 13, touch 10, flat-footed 12 (+1 Dex, +3 natural, -1 size)
hp 25 (3d10+6 plus Toughness)
Fort +6, Ref +5, Will +1

Offense
Speed 70 ft.
Melee bite +6 (1d8+6)

Martial
Tradition None; PAM Wis
Open Hand Sphere - DC 11
. sweep +6 (move action, trip w/o AoO)

Statistics
Str 18, Dex 12, Con 15, Int 2, Wis 10, Cha 11
Base Atk +3; CMB +8; CMD 19 (23 vs trip)
Feats Skill Focus (Perception), Toughness; Associated Feats Improved Unarmed Strike
Skills Perception +6, Survival +0 (+4 tracking w/ scent)
Purpose: Hunting (attack, down, fetch, heel, seek, and track); Other Tricks defend, guard

8th Level

7,200 gp: The summoned canine is now an alpha primal dire wolf, and remains for 6 minutes before disappearing.

Alpha Primal Dire Wolf
N Large animal (extraplanar)
Init +1; Scent, Perception +8

Defense
AC 14, touch 12, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 47 (5d10+15 plus Toughness)
Fort +8, Ref +6, Will +1

Offense
Speed 80 ft.
Melee bite +8 (1d8+6 plus bleed 2)

Martial
Tradition None; PAM Wis
Duelist Sphere - DC 12, Talents …And Stay Down
. …and stay down (attack of opportunity action, 3 bleed and target requires a DC 15 Acrobatics check to stand up)
blooded strike (2 bleed)
Open Hand Sphere - DC 12
sweep +8 (move action, trip w/o AoO)

Statistics
Str 18, Dex 12, Con 16, Int 2, Wis 10, Cha 11
Base Atk +5; CMB +10; CMD 21 (25 vs trip)
Feats Extra Combat Talent, Skill Focus (Perception), Toughness; Associated Feats Improved Unarmed Strike
Skills Perception +8, Survival +0 (+4 tracking w/ scent)
Purpose: Hunting (attack, down, fetch, heel, seek, and track); Other Tricks defend, guard

Construction Requirements
Cost 3,600 gp; Feats Craft Wondrous Item; Spheres Conjuration sphere, Altered Size, Animal Creature


Summoning Orb - Spectral Shadow [Wiki]

Price 400 gp; Slot none; CL 3rd; Weight 1 lb.; Aura faint Conjuration; Scaling wonder.

This particular summoning orb is made from the bones of a dead ninja, carved upon its surface is the image of five shuriken forming a circle. While held, the orb grants a +2 competence bonus to Perception checks made to locate traps..

5th Level

3,600 gp: 1/day, you may activate the summoning orb to conjure forth, a spectral lurk, into an empty adjacent square, and remains for 3 rounds before disappearing. The spectral lurk is a Conjuration sphere summon possessing the Martial Companion and Warrior archetypes. If the summoner can communicate with the creature (usually by speaking common), the summoner can direct it not to attack, to attack particular enemies, or to perform other actions (such as disabling traps or picking locks). If the summoner lacks the ability to properly communicate with the specter (such as lacking the common language), the spectral lurk must be “pushed” with a DC 20 Diplomacy or Linguistics check as if using the Handle Animal skill. The specter being only a manifested echo of its former self usually has no qualms obeying the directions or orders given by the summoner, regardless of their alignment.

Spectral Lurk
CN Small undead (halfling, extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision, Perception +6 (+7 vs traps)

Defense
AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 19 (3d10+3)
Fort +4, Ref +3, Will +3
Defensive Abilities shadow creature

Offense
Speed 30 ft.
Melee +1 kama +7 (1d4+3/x2)
Ranged +1 shuriken (5) +7 (4/x2)
Space 5 ft.; Reach 5 ft.

Martial
Tradition Ninjutsu (Equipment sphere: Finesse Fighting, Monk Weapon Training; Scoundrel sphere; Scout sphere; PAM Wis
Equipment Sphere - DC 11, Talents Finesse Fighting, Monk Weapon Training
. discipline (proficient w/ all weapons with the monk special feature)
. finesse fighting (use Dex instead of Str for attack rolls)
Scoundrel Sphere - DC 11
. marked target +5 touch (swift action, -1 penalty to Perception checks)
. swift hands (use Dex instead of Str for dirty trick or steal maneuvers)
Scout Sphere - DC 11, Talents Active Camouflage, Great Senses
. active camouflage (+2 Stealth whenever 10 ft of movement ends turn in cover or concealment)
. scout (swift action, monster lore check at -5 penalty using Perception instead of Knowledge)

Statistics
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +4; CMD 16
Feats Skill Focus (Disable Device), Skill Focus (Perception)
Skills Disable Device +5; Associated Skills Perception +6 (+7 when locating traps), Sleight of Hand +5, Stealth +9
Languages common

Special Abilities
Shadow Creature The spectral lurk takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, the spectral lurk deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.
Trapbreaking The spectral lurk can use Disable Device to disarm magic traps.

8th Level

10,000 gp: Instead of summoning a spectral lurk, you summon a spectral shinobi, and the summon remains for 5 rounds before disappearing.

Spectral Shinobi
CN Small undead (halfling, extraplanar)
Init +4; Senses darkvision 60 ft., low-light vision, Perception +9 (+11 vs traps)

Defense
AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)
hp 30 (4d10+8)
Fort +6, Ref +5, Will +6
Defensive Abilities shadow creature, willful

Offense
Speed 30 ft.
Melee +1 kama +10 (1d4+3/x2)
Ranged +1 shuriken (5) +10 (4/x2)
Space 5 ft.; Reach 5 ft.

Martial
Tradition Ninjutsu (Equipment sphere: Finesse Fighting, Monk Weapon Training; Scoundrel sphere; Scout sphere; PAM Wis
Equipment Sphere - DC 14, Talents Finesse Fighting, Monk Weapon Training
. discipline (proficient w/ all weapons with the monk special feature)
. finesse fighting (use Dex instead of Str for attack rolls)
Scoundrel Sphere - DC 14
. marked target +9 touch (swift action, -2 penalty to Perception checks)
. swift hands (use Dex instead of Str for dirty trick or steal maneuvers)
Scout Sphere - DC 14, Talents Great Senses
. scout (swift action, monster lore check at -5 penalty using Perception instead of Knowledge)

Statistics
Str 14, Dex 18, Con 14, Int 7, Wis 14, Cha 11
Base Atk +4; CMB +5 (+7 w/ dirty trick or steal maneuvers); CMD 19
Feats Skill Focus (Disable Device), Skill Focus (Perception)
Skills Disable Device +7; Associated Skills Perception +9 (+11 when locating traps), Sleight of Hand +7, Stealth +10
Languages common

Special Abilities
Shadow Creature The spectral shinobi takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, the spectral shinobi deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.
Trapbreaking The spectral shinobi can use Disable Device to disarm magic traps.
Willful Whenever the spectral shinobi rolls a Will saving throw, it may roll twice and take the higher result.

11th Level

24,000 gp: Instead of summoning a spectral shinobi, you summon a spectral kage, and the summon remains for 12 rounds before disappearing.

Spectral Kage
CN Small undead (halfling, extraplanar)
Init +4; Senses darkvision 60 ft., low-light vision, Perception +15 (+19 vs traps)

Defense
AC 22, touch 16, flat-footed 17 (+5 Dex, +6 natural, +1 size)
hp 68 (9d10+18)
Fort +8, Ref +8, Will +9
Defensive Abilities shadow creature, willful

Offense
Speed 30 ft.
Melee +2 ghosttouch kama +11/+6 (1d4+4/x2)
Ranged +2 ghosttouch shuriken (5) +11/+6 (5/x2)
Space 5 ft.; Reach 5 ft.

Martial
Tradition Ninjutsu (Equipment sphere: Finesse Fighting, Monk Weapon Training; Scoundrel sphere; Scout sphere; PAM Wis
Equipment Sphere - DC 17, Talents Finesse Fighting, Monk Weapon Training
. discipline (proficient w/ all weapons with the monk special feature)
. finesse fighting (use Dex instead of Str for attack rolls)
Scoundrel Sphere - DC 17, Talents Cut and Run, Mug
. cut and run (requires martial focus, free half movement with successful dirty trick or steal maneuver)
. marked target +15 touch (swift action, -3 penalty to Perception checks)
. mug (trick, free single attack plus battered)
. swift hands (use Dex instead of Str for dirty trick or steal maneuvers)
Scout Sphere - DC 17, Talents Great Senses, Lurker
. lurker (extrasensory sense still require Perception check)
. scout (swift action, monster lore check at -5 penalty using Perception instead of Knowledge)

Statistics
Str 14, Dex 20, Con 14, Int 8, Wis 16, Cha 11
Base Atk +9; CMB +10 (+13 w/ dirty trick or steal); CMD 25
Feats Extra Combat Talent x3, Skill Focus (Disable Device), Skill Focus (Perception)
Skills Disable Device +15; Associated Skills Perception +15 (+19 when locating traps), Sleight of Hand +14, Stealth +18
Languages common

Special Abilities
Shadow Creature The spectral kage takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, the spectral kage deals full damage to incorporeal creatures and suffers full damage from incorporeal creatures.
Trapbreaking The spectral kage can use Disable Device to disarm magic traps.
Willful Whenever the spectral kage rolls a Will saving throw, it may roll twice and take the higher result.

Construction Requirements
Cost 12,000 gp; Feats Craft Wondrous Item; Spheres Conjuration sphere, Battle Creature, Quick Companion, Shadow Creature, Willful Companion

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