Undead And The Immortal Forlorn
Spheres_Bestiary_Undead_and_the_Immortal_Forlorn.jpg
Spheres Bestiary: Undead and the Immortal Forlorn
$4.99

Running Games With Undead

Undead are and have always been a very classic fantasy plot device – powerful casters seeking forbidden knowledge or power, abominations rising from graves to terrorize the living. The undead can be successfully incorporated into many settings and scenarios as forces of change, chaos, or a call to arms. When introducing undead to your game and setting, some questions to ask yourself:

  • Are Undead Inherently Evil? The undead are very commonly typecast as evil in many settings, including Pathfinder’s base setting. The concepts that undead are a perversion of the cycle of life, are an anathema to the living, or whatever other reason are strong worldbuilding tools when including the undead. Asking whether undead are inherently evil or are simply another step in the cycle of life is an important question when placing undead into a setting.
  • How Do Undead Work? Depending on the setting, “the magic that makes undead work”, science, acts of deific intervention, souls as a tangible force in the world are all potential underlying pinnings for including the undead. Just like determining if undead are inherently evil, animated by the negative energies of the cosmos, or are simply another step in the cycle of life can help determine if the undead appear as antagonists, or are on an equal playing field with other creatures, races, and civilizations in the setting.
  • How Do The Living React? Undead can be implemented in a number of interesting ways such that they either work neutral to, against, or with the living, such as a society that uses and employs the undead for dangerous labor to those who may have had a dangerous accident involving necromancy, causing the practice to be outlawed. Undead can also potentially form cities, and even nations, with their own political agenda that can be positive or negative to a setting, such as a warring undead nation trying to expand their populace by creating more corpses, or by contrast, an undead nation who accepts the bodies of the fallen to continue living in peace.

Undead-themed Plot Hooks and Setting Concepts

The following are three open-ended story catalysts to help design a new town, encounter, event, or setting.

He’beth: The City Of Eternals

The far away city of He’beth is a strange land where the living and dead work side by side, many being raised even days after their demise and continuing life as though nothing has changed. The population has slowly become more lopsidedly undead, with tensions between the living and nonliving rising as needs for city planning, rights, and laws change to accommodate both.

Players may come to He’beth seeking work, waking up in an embalmer necromancer’s workshop, or being contracted by official and unofficial factions seeking to gain more power over this city.

Quest For Power

Atop a snow-peaked mountain, a lingering purple haze has formed. Those familiar with forbidden dark magics have recognized this as a lichdom ritual, but stay silent to not out themselves as being familiar with such horrendous arts. The many cities that surround this mountain watch unaware of the pending catastrophe as a powerful master of arcana prepares this selfish sacrifice.

Players may become aware of this mountain by receiving an anonymous letter from a scholar of forbidden rituals, asking them to intervene, can observe the strange haze themselves and investigate, or cross paths with a former enemy who is taking their next steps towards power.

The Hamlet And The Horde

The hushed voices and sullen faces scurry around the hamlet, a lingering sense of worry and foreboding doom. Decades after the war ended, this hamlet has thrived, but rumors of the longdead rising, seeking to return home have them scared, many fleeing to long-distant relatives, others with no place to go. It is uncertain whether these undead are a supernatural phenomenon or the work of a rogue necromancer, but their presence is destabilizing the region and may cause famine as the peasants are unable to till their fields.

Players may come to this hamlet hearing these rumors, or may potentially be the ones causing them.

Undead Talent Packages

A talent package is a tool for GMs to quickly add sphere abilities onto a stat block and can be a useful tool for quick session preparation or to make seemingly normal monsters have more interesting sets of abilities. Alternatively, complex monster stat blocks can be difficult when they have too many moving pieces. GMs can use talent packages to quickly add a handful of thematic talents onto a monster to help achieve a specific goal in combat, such as giving a martial controller tools to bull rush others or a quickly grant casting to a casting-focused monster or NPC.

When applying a talent package, treat any caster levels gained in the same way as building or adding spherecasting to a monster normally (see Monsters and Spheres of Power above). A talent package potentially increases a creature’s CR and will often make the creature more powerful. GMs be careful when using talent packages and consider how adding talents to an existing monster will change the encounter and adjust accordingly when adding extra resources to monsters this way.

Each talent package lists the talents granted by the package, plus any other miscellaneous adjustments. When granting a creature a talent package, choose a practitioner modifier or casting ability modifier for the creature as normal and adjust other statistics, such as skill ranks, as necessary. Each talent package also lists an application section and an “upgrading this package” section. The application section is similar to a tactics section on a stat block and helps quickly inform what the creature is supposed to do with the package. The “upgrading this package” section lists quick options for empowering the talent package with additional abilities.

This book introduces talent packages with undead thematics.

Bloodied Maw (Duelist sphere package)

The bloodied maw stands, hunched over a freshly felled corpse, blood dripping from its teeth.

Duelist SphereTalents Blood Drinker, Long Cuts; (bleed) Perforating Wounds

Special: If the creature does not possess a bite natural attack, they gain one appropriate to their size.

Application: On attack actions and attacks of opportunity, the bloodied maw uses its bite attack to cause its opponents to bleed with the blooded strike attack action (1 + 1 per 4 base attack bonus) plus an additional amount of nonlethal damage if they are already bleeding. As an immediate action, the bloodied maw can use the Blood Drinker talent to gain a number of temporary hit points equal to the damage dealt by the attack, which last for a number of rounds equal to the bloodied maw’s base attack bonus.

Upgrading This Package: Granting the bloodied maw additional Duelist sphere (bleed) talents can grant a bloodied maw more options in combat. The Ooze Ichor talent can be used to allow a bloodied maw to bypass bleed immunity by reducing the bleed amounts by half and qualifies the bloodied maw for the Blood sphere Essence Manipulation talent to completely bypass their victim’s immunities.

Note: The Blood Drinker talent was printed in the Martial Monster Talents section of Spheres of Might (Spheres of Might pg. 193).

Necromancer (Death sphere package)

Dark motes of energy coalesce around the necromancer’s hooded figure, channeling this energy into the nearby corpses of fallen soldiers.

Death SphereTalents Icy Grip, Ranged Death, Mass Reanimate; (dominion) Dark Sacrifice, Reanimated Warriors

Feats: The necromancer gains the Outflank teamwork feat, even if it would not meet its prerequisites.

Application: The necromancer can spend 2 spell points as a standard action to reanimate a number of undead within close range (1 + 1 per 2 caster levels corpses; maximum Hit Dice equal to twice their caster level) which remain for 1 minute per caster level. Undead reanimated this way possess the Outflank teamwork feat, which they can use to gain additional bonuses while flanking. After reanimating corpses, the necromancer can use the Icy Grip talent to deliver the Exhausting Strike (ghost strike), spending an additional spell point to cause exhaustion instead of fatigue. If the necromancer is ever threatened, it can use the Dark Sacrifice talent to sacrifice one of the raised undead within medium range, reducing incoming damage by that undead’s current hit points.

Upgrading This Package: Additional (ghost strike) talents can grant the necromancer additional debuff options while the Expanded Necromancy talent can allow the necromancer to raise undead with more abilities, such as bloody skeletons or brutal skeletons (see Variant Skeleton and Zombie: Brutal Undead).

Quiet Stalker (Scout sphere package)

The quiet stalker watches from the shadows, tip toeing as it tracks its quarry.

Scout SphereTalents Find Gap, Great Senses, Identify Rhythms, Lurker, Reflexive Stealth

Skills: A quiet stalker gains a number of ranks in Perception and Stealth equal to its Hit Dice.

Application: The quiet stalker can use the scout ability, rolling Perception against the target (10 + CR; a player character’s CR is equal to their level). If the quiet stalker succeeds, it treats the target’s AC as lower and increases its AC against the target (1 + 1 per 4 ranks in Perception for both the penalty and bonus). The quiet stalker can also hide with ease and is not foiled by supernatural senses thanks to the Lurker talent, and can attempt Stealth checks to hide after successfully saving against an area of effect.

Upgrading This Package: The Vanish and Walk Unseen legendary talents can allow a quiet stalker to evade and position itself more easily. Combining this package with a creature with sneak attack or Fencing sphere’s fatal thrust attack action can allow a quiet stalker to be even deadlier.

Shambling Brute (Brute sphere package)

The knotted, muscular body of the shambling brute lunges forward with ferocious strength.

Brute SphereTalents Dominoes, Follow-Through, Greater Brute, Hostile Movement

Application: The shambling brute uses the Brute sphere shove ability to batter their target as a move action. After hitting an opponent with an attack action, the Follow-Through talent allows the shambling brute to bull rush the target (with a +1, +1 per 4 base attack bonus to the bull rush attempt), potentially pushing them into a hostile location with the Hostile Movement talent (such as off a staircase or out an open window). If the shambling brute bull rushes an opponent into another opponent, it may attempt a trip combat maneuver as a free action.

Upgrading This Package: Talents such as Focused Might and Greater Shove allow a shambling brute to threaten more before attempting a bull rush and the Break Defenses talent can cause creatures bull rushed by the shambling brute to provoke attacks of opportunity from its allies.


Undead Bestiary

From deep within a necromancer’s ruined laboratory, to the supernaturally born and purposed, the undead are as many as they are varied. This section reintroduces a new spin on an old classic, the reaper and its variants the dullahan and horseman’s rider, to new and unknown, the gentle caretaker spirit, capricious collecting carrier maw, soldier of misfortune deadwake, and wretched abomination that is the soulgorger.

Caretaker Spirit (CR 6)

This small, transparent apparition seems to be composed of flowering plant life, its gentle gaze passing over you as it tends to the forest, like its a precious garden.
XP 2,400
N Small undead incorporeal
Init +8; Senses darkvision 60 ft., greensight; Perception +13

Defense
AC 20, touch 15, flat-footed 16 (+5 deflection, +4 Dex, +1 size)
hp 72 (8d8+40)
Fort +7, Ref +6, Will +10
Defensive Abilities incorporeal; Immune undead traits

Offense
Speed fly 30 ft. (perfect)
Melee nature’s touch +11 (2d6 untyped plus bloom)
Special Attacks bloom (DC 19)

Magic
Caster Level 6; MSB +6, MSD 17, Concentration +11
Tradition Natural (none); CAM Cha
Spell Points 11
Nature SpherePackages plant; Talents (geomancing) Create Nature, Plant Mastery; (spirit) Speak With The Elements, Speak With Wildlife (x2)
• geomancing, close (40 ft.), DC 19, concentration or 6 rounds w/ 1 sp
◊ (plant) package; Plant Mastery (increase potency of (plant) package effects)
• Entangle (entangling plants in 20-foot radius, Reflex save or entangled)
• Harvest (cause 6 plants within range to sprout food for up to 3 creatures each plus 12 magical berries which heal for 1 hit point, instantaneous, 1 sp)
• Pummel (animate one Large tree branches to attack enemies, +1 sp animate 2 additional branches)
◊ Create Nature (geomancing); create elements, may be combined with other geomancing effect as part of same action
• Grow Plants (create one Large-sized tree or a 10-foot radius field of plants, 1 sp)
• (spirit) manipulate elements in additional ways based on packages
◊ Speak With The Elements (spirit); 1 sp, speak with elements for 6 minutes
• Speak With Plants (speak with plants and plant creatures)
◊ Speak With Wildlife (spirit); 1 sp, speak with animals or vermin for 6 minutes

Statistics
Str –, Dex 18, Con –, Int 12, Wis 14, Cha 20
Base Atk +6; CMB +10; CMD +24
Feats Improved Initiative, Iron Will, Skill Focus (Survival), Sphere Focus (Nature)
Skills Fly +25, Handle Animal +13, Knowledge (nature) +13, Perception +13, Survival +17; Racial Modifiers +4 Knowledge (nature), Survival +4
Languages Sylvan

Special Abilities
Bloom (Su): When a creature is struck by the caretaker spirit’s nature’s touch, it must succeed at a Fortitude saving throw or be covered in seedling plant life, sprouting small vines and flowers. While covered in plant life, the creature takes a -2 penalty on attack rolls and damage rolls against the caretaker spirit and suffers a -2 penalty to its AC and saving throws against the caretaker spirit’s attacks and sphere effects. A creature may spend a full-round action to brush off the plant life. The save DC is Charisma-based.

Spherecasting: A caretaker spirit is a High-Caster and gains a casting tradition and one magic talent for every 2 Hit Dice it possesses. Caretaker spirits use the natural casting tradition.

Ecology
Environment any
Organization solitary
Treasure standard

Description
Gentle, protective, and territorial, these undead are often bound to some major natural area or will claim such an area as their home.

These spirits will take up roles as benevolent caretakers of the wilds, nurturing plant life and conversing with the fauna. While not hostile, caretaker spirits have been known to take aggressive actions when they are made aware of others attempting to defile or otherwise destroy the natural preserves it cares for.

It is rumored caretaker spirits first form near the dead trunks of ancient trees before seeking out new growth to care for. Some caretaker spirits grow in power over time, cultivating new techniques or increasing their control over nature magic and may rise as powerful spiritual druids.

Carrier Maw (CR 5)

Its jaw hangs low, a sickly purple light emanating from within its corporpulent, bloated body as it shambles forward, its small arms and legs more than compensated for by its toothy maw.
XP 1,600
NE Large undead
Init +6; Senses darkvision 60 ft.; Perception +11

Defense
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
hp 56 (7d8+28)
Fort +6, Ref +4, Will +8
DR 10/piercing; Immune undead traits

Offense
Speed 20 ft.
Melee bite +10 (1d8+9 or portal maw)
Space 10 ft.; Reach 10 ft.
Special Attacks portal maw (DC 17)

Sphere-Like Abilities (CL 5; MSB +15; MSD 16; concentration +8; CAM Cha)
Constant:
Warp Sphere – Talents (space) Extradimensional Storage (x2)
• Extradimensional Storage (space); 600 pounds, can place or withdraw objects as a move action (approximately 4 Medium creatures)

Statistics
Str 22, Dex 14, Con –, Int 8, Wis 12, Cha 18
Base Atk +5; CMB +12; CMD +24
Feats Improved Initiative, Iron Will, Power Attack, Step Up
Skills Appraise +6, Climb +16, Perception +11
Languages Necril
SQ portal maw

Special Abilities
Portal Maw (Su): A carrier maw can hold four times as much weight inside the storage granted by its Extradimensional Storage sphere-like ability.

Whenever the carrier maw damages a creature with its bite attack, it may forgo any damage dealt by the attack to instead force the creature to succeed at a Will saving throw or be placed in the carrier maw’s storage. Treat this as the swallow whole ability, except the carrier maw can use this on any number of willing targets, provided it has the space, and is not encumbered or slowed while carrying another creature in this manner. The carrier maw may release a creature stored in its extradimensional space as a move action. Instead of attacking the carrier maw’s insides to escape, an unwilling creature trapped in the carrier maw’s storage may attempt a new Will saving throw with a -4 penalty as a standard action. The save DC is Charisma-based.

Sphere-Like Abilities (Sp): A carrier maw possesses sphere-like abilities, as indicated in its stat block. The carrier maw’s caster level for these sphere-like abilities is equal to its CR.

Ecology
Environment any
Organization solitary, full-carrier (1 carrier maw, 4 Medium undead)
Treasure standard (stored inside carrier maw’s extradimensional storage)

Description
A carrier maw is a large, corpulent undead which will often house many smaller, weaker undead in a form of pseudo-parasitic relationship. Carrier maws are popular amongst necromancers as a way to transport minions, but also as relatively convenient, if not grotesque, storage space. Sightings of a carrier maw usually begins after news of a recent death of someone who collected or hoarded things, be it valuable, sentimental, knowledge, or otherwise.

The carrier maw is rarely found alone and will protect itself by releasing those stored in its space, or may trap unwilling creatures to suffocate them. The carrier maw is intelligent and often takes up a personality similar to an obsessive hoarder. When free willed or not in the service of a necromancer, a carrier maw will often take residence in slums, junkyards, or other spaces, collecting and carrying objects it finds interesting or pretty, much like a magpie.

Deadwake (CR 3)

This human corpse walks with steady steps, weapon raised and a cautious stance. It seems to have been torn and mangled, as though surviving war and conflict from years forgotten.
XP 800
N Medium undead
Init +2; Senses darkvision 60 ft.; Perception +9

Defense
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +1 natural, +1 shield)
hp 24 (4d8+8)
Fort +3, Ref +3, Will +6
Defensive Abilities channel resistance +2; DR 5/slashing; Immune undead traits

Offense
Speed 30 ft., burrow 10 ft.
Melee mwk battleaxe +7 (1d8+4), bite +1 (1d6+2 plus dazing enmity) or bite +1 (1d6+6 plus dazing enmity)
Ranged composite shortbow +5 (1d6+4/x3)
Special Attacks dazing enmity (dazed for 1 round, DC 14)

Combat
Martial Tradition Footsoldier (Berserker x2, Shield x2); PAM Wis
Berserker Sphere – (exertion) Bone Breaker
• berserking (5 temporary hit points, -2 AC)
• brutal strike (special attack action; battered plus (exertion); martial focus, +4 damage)
◊ Bone Breaker; -1 penalty on attack and damage rolls while battered
Shield Sphere – Shielded Focus
• Shielded Focus; regain martial focus (move action) when fighting defensively, or (immediate action) on miss vs. active defense
• active defense (+2 shield bonus to AC as an attack of opportunity plus (deflect) on miss)

Statistics
Str 18, Dex 15, Con –, Int 11, Wis 14, Cha 14
Base Atk +2; CMB +6; CMD +18
Feats Muscular Reflexes, Power Attack
Skills Climb +11, Perception +9, Sense Motive +9, Survival +6
Languages Common, Necril
SQ martial memory
Other Gear mwk battleaxe, mwk composite (+4) shortbow with 10 arrows, light wooden shield

Special Abilities
Dazing Enmity (Su): A deadwake’s bite carries remnants of its last moments of life. Creatures damaged by a deadwake’s bite must succeed at a Fortitude save or be dazed for 1 round as they are overwhelmed by the intense emotions. Creatures who successfully save against this effect are immune for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Martial Memory (Ex): A deadwake is proficient with all martial weapons and gains a martial tradition. Each deadwake’s martial tradition is a reflection of its former life. Presented are some alternate martial traditions (and skill adjustments as necessary):
• Squadron Commander (Scout (Advisory Scout, Find Gap), Warleader (Focusing Tactics)); Skills +7 Diplomacy
• Boastful Sharpshooter (Gladiator (Menace (boast)), Sniper (Focusing Reload)); Skills +9 Intimidate

Ecology
Environment any land
Organization solitary, band (2-5), or troop (10-20)
Treasure standard

Description
Unlike carrion-feeding ghouls and rage-filled wights, deadwake are usually a more mildly-tempered undead. Born from the restless souls of pain, loss, and sacrifice on the battlefield or other places of strife, the deadwake claim their corpses and retain some of their skills known in life, but lose any purpose they may have once clinged to. A deadwake’s alignment is usually neutral, but may lean towards stronger alignments when its former life held strong beliefs or convictions.

Outcasts and unable to return to their old lives, deadwake will usually band together and form simple organizations or be recruited as practiced hands into the armies of necromancers. Deadwake may occasionally be found wandering into civilization, whether by exile from their fellow deadwake or having never found others to coexist with. These deadwake may succumb to the urges their ghoul and wight “cousins” are notorious for, feeding on the living or succumb to their rage.

> Variant Deadwake

Irradiated (CR +1)

Victims of radiation or unnatural catastrophe, irradiated deadwake clutch onto their formerly mortal body. Despite undeath shielding them from the harms of radiation, these deadwake will struggle to hold off ravenous hunger and insanity brought on by the radiation tearing through their body.

An irradiated deadwake gains the following ability:

Special Abilities
Irradiated (Ex): The area around an irradiated deadwake is seeped with radiation. The irradiated deadwake gains a 10-foot aura of low radiation (DC 13 Fortitude save or 1 Constitution drain plus 1 Strength damage per day). This radiation does not linger in the area, and only affects the area around the deadwake. This is a poison effect. More information and rules about radiation can be found in Pathfinder Campaign Setting: Technology Guide © 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor.

Soulscream (CR +0)

Soulscreams are deadwake whose existence is more closely connected to their past life, and are usually tormented by vivid visions of their past lives despite having no true memory of them.

A soulscream deadwake gains the following ability:

Special Abilities
Wrenching Wail (Su): A soulscream can violently expel the essence of its past life and memories. As a standard action, the soulscream can create a 30-foot cone. Creatures caught in the area of effect are subject to the soulscream’s dazing enmity ability. A soulscream can only use this ability once every 24 hours, and after using this ability the soulscream’s bite does not carry the effects of dazing enmity for 1 hour. This is a sonic effect.

Lich (CR 9)

Pale blue eyes shine on a shriveled but dignified body, cloaked with runes, magical regents, and components.
XP 9,600
Lich thaumaturge 8
NE Medium undead (augmented elf)
Init +10; Senses blindsense 45 ft., darkvision 60 ft.; Perception +24
Aura fear (60-ft. radius, DC 22)

Defense
AC 24, touch 15, flat-footed 19 (+4 armor, +4 Dex, +1 dodge, +5 natural)
hp 128 (8d8+64)
Fort +11, Ref +9, Will +10; +2 vs. enchantments
Defensive Abilities channel resistance +4, foreshadow, rejuvenation; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits

Offense
Speed 30 ft.
Melee touch +10 (1d8+4 plus paralyzing touch)
Special Attacks counterspell (MSB +8), forbidden lore (+3 CL; 15% backlash), invocations (11/day), paralyzing touch (DC 22)

Magic
Casting Tradition Inherent Divinity (emotional casting, verbal casting); Boons easy focus; CAM Cha
CL 8 (9 w/ Death); MSB +8; MSD 19; Concentration +16
Spell Points 15 (2 spent on (sense) talents)
Death SphereTalents Empowered Reanimate, Permanent Undead, Sustained Necromancy; (ghost strike) Curse
• ghost strike melee or medium (190 ft.) touch attack +10, DC 21; apply (ghost strike)
◊ Curse (ghost strike); 1 sp, inflict permanent curse (ex. -4 on all attack rolls, saving throws, ability checks, and skill checks)
◊ Exhausting Strike (ghost strike); fatigue for 9 rounds (Fort negates), +1 sp, exhaust for 9 minutes or fatigue for 1 round (Fort partial)
• reanimate touch, 1 sp; (raise up to 16 Hit Dice of undead for 9 hours)
◊ Empowered Reanimate; reanimated creatures gain +4 Strength and Dexterity
◊ Permanent Undead; 2 sp, reanimate becomes instantaneous
◊ Sustained Necromancy; reanimate duration increases to hour/caster level, can reduce sp cost by 1 to concentrate on undead instead of duration
Destruction SphereTalents (blast shape) Energy Sphere, Explosive Orb; (blast type) Shock Blast; Drawbacks (Energy Focus (electric))
• destructive blast, close (45 ft.), DC 22; 4d6 damage, +1 sp 8d6; use with (blast shape), inflict a (blast type)
◊ (blast shape)
• Ray (default) (blast shape); melee touch +10 or ranged touch ray (45 ft.) +10
• Energy Sphere (blast shape); 5-foot orb, damage (Reflex negates), can be moved 45 feet per round as move action, concentration or 8 rounds w/ 1 sp
• Explosive Orb (blast shape); 5-foot orb, damage (Reflex negates), 1 sp, increase radius to 15 ft. (Reflex half)
◊ (blast type)
• Shock Blast (blast type); 1 sp, electricity damage, d4 instead of d6, creatures struck or fail Reflex save must succeed at Fortitude save or be dazed for 1 round
Divination SphereTalents (sense) Blindfolded Oracle, Foreshadow; Drawbacks (Limited Divination (sense), Hidden Magic)
• sense (gain a (sense) for 8 hours)
◊ Blindfolded Oracle (sense); 1 sp, gain blindsense to close range (45 ft.), +1 sp, upgrade to blindsight
◊ Foreshadow (sense); 1 sp, not flat-footed at start of combat, +1 dodge bonus to AC, +2 Reflex and initiative

Tactics
Before Combat The lich casts the Blindfolded Oracle and Foreshadow (sense) talents.
During Combat The lich uses (ghost strike) talents with (blast shape) talents or attacks with the Shock Blast (blast type) and boosts his caster level with forbidden lore.

Statistics
Str 12, Dex 18, Con –, Int 18, Wis 16, Cha 26
Base Atk +6; CMB +7; CMD +21
Feats Advanced Magic Training, Counterspell, Extra Magic Talent (x3), Flexible Ghost Strike, Improved Initiative, Magical Aptitude, Sphere Focus (Death), Quicken Spell
Skills Appraise +12, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (religion) +17, Perception +24, Sense Motive +22, Spellcraft +19, Stealth +13, Use Magic Device +23; Racial Modifiers +10 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Common, Elven, Infernal
SQ elven magic (+2 on MSB vs. spell resistance), invocations (lingering blessing, lingering pain, meditation, empowered attack, empowered defense, channel punishment, defensive invocation), occult knowledge (+2)

Ecology
Environment any
Organization solitary, prepared (1 lich and up to 16 Hit Dice of skeletons or zombies)
Treasure NPC gear (chain coat, cloak of resistance +1, +1 death sphere implement, headband of alluring charisma +2)

Reaper (CR 16)

This lean figure peers from underneath its dark robes and hood, hefting its glowing blade at its side. The metal’s shine seems to guide it towards its next quarry.
XP 76,800
N Medium undead (extraplanar)
Init +10; Senses darkvision 60 ft., see invisibility, status sight, true seeing; Perception +25

Defense
AC 31, touch 16, flat-footed 25 (+6 Dex, +7 insight, +8 natural)
hp 187 (17d8+119)
Fort +12, Ref +11, Will +17
Defensive Abilities channel resistance +4, death’s serenity; DR 10/–; Immune undead traits; SR 27

Offense
Speed 30 ft., fly 60 ft. (perfect)
Melee +3 adamantine scythe +24/+19+14 (2d4+16/19-20/x4 plus death’s weapon)
Special Attacks death’s weapon (DC 25), final reaping

Combat
Martial Tradition Pursuer (Equipment x1, Duelist x2, Scout x1); PAM Cha
Berserker SphereTalents Advancing Carnage, Decapitate, Reaper’s Momentum, Savage; (adrenaline) Dreadnought, Specter
• Advancing Carnage; can take a -2 penalty on attack rolls to make additional attacks against adjacent targets, to a maximum of 6 extra attacks
• Decapitate; do not provoke when performing coup de grace. If you have martial focus, can perform coup de grace as a standard action
• Reaper’s Momentum; while maintaining martial focus, whenever you reduce a creature to 0 or fewer hit points with a melee or thrown weapon, you may immediately make another melee or thrown weapon attack, to a maximum of 2 per round
• Savage; regain martial focus as an immediate upon reducing creature to 0 or less hit points with a melee or thrown weapon attack
• berserking (15 temporary hit points, -2 AC or exchange temp. hit points for (adrenaline))
◊ Dreadnought (adrenaline); gain +4 bonus to CMD and on saving throws vs. movement impairing effects, and may roll twice on saves vs. these effects. Immediate action 1/round attempt a new save or combat maneuver to end a movement impairing effect.
◊ Specter (adrenaline); expend martial focus, do not provoke movement vs. one target within 35 feet and +5 dodge bonus to AC vs. attacks of opportunity
• brutal strike (special attack action; battered plus (exertion); martial focus, +24 damage)
Duelist SphereTalents Defensive Slice, Defiant Focus, Long Cuts, Ooze Ichor; (bleed) Bleed Air, Debilitating Injuries, Leg Cutter; (disarm) Whirlwind Draw
• Defensive Slice; can make AoO vs. projectiles to deflect
• Defiant Focus; move action to stow weapon without provoking, regain martial focus
• Long Cuts; target must receive 15 healing or DC 30 Heal to stop bleeding
• Ooze Ichor; can bleed immune creatures for half bleed damage
• blooded strike, (deal 4 bleed on attack action, do not provoke AoO on maneuvers vs. bleeding targets, apply one (bleed)); (bleed) DC 23
◊ Bleed Air (bleed); Fortitude save or target begins to suffocate 1d4 rounds later, suffocation ends if target receives healing
◊ Debilitating Injuries (bleed); target takes -4 penalty on weapon attack rolls while bleeding
◊ Leg Cutter (bleed); -2 on attack roll, Fortitude save or target falls prone
• (disarm) talents
◊ Whirlwind Draw (disarm); whenever you succeed at a disarm attempt, may sheath weapon. In addition, threaten with sheathed/carried weapon and may draw it as part of an attack of opportunity
Equipment SphereTalents Fast Draw; (discipline) Peasant Training
• Fast Draw; can draw weapon as part of attacking with it
• Peasant Training (discipline); proficiency in farmers tools (pitchfork, scythe, etc.)
Scout SphereTalents Track The Scene
• Track The Scene; gain +6 bonus on Survival checks to find and follow tracks, plus additional information when tracking
• scout (swift action, Perception check at -5 penalty to identify weaknesses)

Sphere-Like Abilities (CL 16; MSB +16; MSD 27; concentration +23; CAM Cha)
1/day
Warp Sphere: Distant Teleport, True Teleport, Unseeing Teleport
• teleport (a reaper may use its teleport ability to travel between planes)

Statistics
Str 28, Dex 22, Con –, Int 14, Wis 20, Cha 24
Base Atk +12; CMB +21; CMD +37
Feats Extra Combat Talent (x3), Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Step Up, Vital Strike
Skills Diplomacy +24, Fly +34, Knowledge (religion) +22, Perception +25, Sense Motive +25, Survival +22
Languages Common, Celestial, Infernal
SQ death’s serenity, death’s weapon, martial practitioner, status sight

Special Abilities
Death’s Serenity (Su): A reaper gains an insight bonus to their armor class equal to their Charisma modifier.

Death’s Weapon (Su): Each reaper forms a mystical bond with a weapon, a tool used to harvest those whose time has come. This manifests as a single melee or ranged weapon, and is reflected in the proficiencies granted by the reaper’s (discipline) talent gained as part of their martial tradition. The most common such weapon is a scythe, as demonstrated with this statblock.

This weapon is a +3 adamantine weapon, and if the reaper is ever slain, the weapon becomes inert and loses all magical properties.

Final Reaping (Su): Creatures slain by a reaper cannot be brought back to life unless the caster of the resurrection effect succeeds at a magic skill check against MSD 31. Divine intervention, miracle, or wish effects automatically succeed.

Martial Practitioner: A reaper is an Adept practitioner and gains a martial tradition and three talents for every four Hit Dice it possesses. Reapers use Charisma as their practitioner modifier.

Sphere-Like Abilities (Sp): A reaper possesses sphere-like abilities, as indicated in its stat block. The reaper’s caster level for these sphere-like abilities is equal to its CR.

Status Sight (Su): A reaper can understand the conditions affecting any living creature it can see, as though using the Life sphere Diagnose talent, with a caster level equal to the reaper’s Hit Dice. The reaper may use this on a deceased creature to determine how they died regardless of how long has passed.

Ecology
Environment any
Organization solitary
Treasure standard

Description
Servants of fate, reapers are hunters who track down those whom the fates have chosen to die. Tireless and relentless, reapers hunt their quarry with dogged efficiency. Reapers are often chosen from the fallen souls of skilled hunters and worthy observers of the flows of fate, being raised by deities and other powerful enigmatic creatures to preserve the cycle of life. Reapers are generally more concerned with living creatures, and will rarely hunt others, as the task of culling those with unnaturally extended lifespans often falls to inevitables and other outsiders.

Often equipped with a scythe, a common symbol of reaping and harvest, some reapers are equipped with more pragmatic tools, often tailored to their own preferences.

Very rarely, reapers will indulge in bets, games, and other challenges to collect and end the life of those they have been sent to collect, as a willing soul is prized by reapers for being a more worthy capture than a struggling soul.

> Variant Reaper

Reapers are occasionally conscripted by powerful beings or created through special rituals for other needs. No longer a “true” reaper, they maintain many of the same qualities.

Dullahan (CR +0)

The dullahan is an enigmatic undead, considered just as much a force of nature as it is an agent of doom, these headless knights are raised from the bodies of fallen generals, executed prisoners of status, and notorious scourges and serve powerful necromancers or outsiders as executors of force.

Dullahan are sometimes seen mounted on undead horses or as the drivers of vigil-adorned carriages. Instead of a scythe, a dullahan’s famous weapon of choice is a whip or weapon from the Equipment sphere Gladiator Training (discipline) talent.

A dullahan is a variant reaper which exchanges talents (Berserker (Decapitate, Dreadnought (adrenaline), Savage, Specter (adrenaline)), Duelist (Defensive Slice, Leg Cutter (bleed))) and special abilities (Final Reaping) for the following:
Aura frightful presence (30 ft., DC 23)
Alignment Lawful Evil
Gladiator SphereTalents Master Of Fear; (boast) Unsettling Visage; (demoralization) Dread, Dullahan’s Call
• boast (immediate action after critical hit, reduce enemy to 0, or successful combat maneuver, apply (boast) in 55-foot radius)
◊ Unsettling Visage (boast); can Intimidate to demoralize creatures who target you with an attack
• strike fear (standard action, demoralize 30-ft. radius; apply (demoralization) to enemies shaken); Master Of Fear (strike fear can be used as a standard action, no longer costs martial focus); (demoralization) DC 23
◊ Dread (demoralization); shaken targets increase shaken penalties by 2 on rolls involving you
◊ Dullahan’s Call (demoralization); can expend martial focus as a swift action, one demoralized target must succeed at Will save or be staggered for 5 rounds. +7 critical confirmation vs. targets staggered by this effect
Skills Intimidate +27, Ride +23
Feats Mounted Combat, Ride-By Attack

Special Abilities
Feared (Ex): A dullahan gains the frightful presence ability, as the universal monster rule, with a radius of 30 feet. Creatures who are shaken by this ability are treated as though the dullahan used the Intimidate skill to demoralize them.

Headless (Ex): A dullahan has no head and cannot be decapitated (such as with the vorpal special ability) and is immune to death effects or other effects reliant on the target having a head (such as the Sniper sphere Head Shot talent or the explode head spell).

Midnight Rider (Su): A dullahan gains one free rank in Ride for each Hit Dice it possesses.

As a standard action, the dullahan may summon a war-trained heavy horse with the fiendish simple template, which remains until it is slain or the dullahan dismisses it. A dullahan can only have one horse summoned this way at a time.

Horseman’s Rider (CR +0)

A chosen undead of one of the four horsemen, death, famine, pestilence, and war, a horseman’s rider is a profanely-anointed undead champion who leads their liege’s forces in conquest and service, as well as heralding their master’s intentions or interests in a region. The sighting of a horseman’s rider is often associated with total calamity, and will mobilize a nation’s strongest to quell the threat or organize in the fear of their master’s arrival.

A horseman’s rider is a variant reaper which exchanges talents (Berserker (Decapitate, Dreadnought (adrenaline), Savage, Specter (adrenaline)), Duelist (Defensive Slice, Leg Cutter (bleed))) and special abilities (Final Reaping) for the following:
Beastmastery SpherePackages ride; Talents Focusing Connection; (ride) Acrobatic Mount, Skirmish Rider
• Focusing Connection; move action regain martial focus if in contact with animal ally
• (ride) talents; (used while mounted)
◊ Acrobatic Mount (ride); can use Ride check in place of Acrobatics to move through threatened squares
◊ Defensive Rider (ride); may spend AoO to use Ride check in place of mount’s AC
◊ Skirmish Rider (ride); can make attack action at any point during mount’s movement

Sphere-Like Abilities (CL 16; MSB +16; MSD 27; concentration +23; CAM Cha)
At-Will:
Death Sphere: Cryptic Strike
• ghost strike (melee or medium ranged (160 ft.) touch attack +10, DC 21; apply (ghost strike))
◊ Cryptic Strike; can use ghost strike ability as part of an attack (or attack action with Spell Strike feat)
◊ (see horseman’s mark special ability)
Skills Ride +23
Feats Spell Attack

Special Abilities
Fell Rider (Su): As a standard action, the horseman’s rider may summon a spectral horse which cannot be damaged or targeted, and remains until dismissed.

A horseman’s rider’s horse counts as an animal ally for the purposes of the horseman’s rider’s Beastmastery sphere abilities. A horseman’s rider can only have one horse summoned this way at a time.

A horseman’s rider’s horse cannot enter the area of a Fate sphere consecration with a good alignment (such as the Divine Force talent) unless the horseman succeeds at a Will save equal to the source’s Fate sphere DC.

Horseman’s Mark (Su): A horseman’s rider is usually equipped with its lord’s favored weapon. In addition, the horseman’s rider gains a (ghost strike) talent which it may use at-will as a sphere-like ability depending on which horseman it represents:

  • Death; quarterstaff; Drain (ghost strike); 1d4 negative levels
  • Famine; spiked gauntlet; Hunger (ghost strike); Will save or target is fatigued and 16d8 nonlethal, cannot be healed until the target consumes food
  • Pestilence; scythe; Inflict Disease (ghost strike); Fortitude save or contract disease
  • War; greatsword; Bleeding Wounds (ghost strike); 32 bleed damage

Remnant

A remnant is a ghost without memory. Instead of being the spirit of a past life, it is the spirit of a past emotion. While not always an emotion that accompanied death, many remnants are formed at the site of powerful emotional conflicts, such as the grief of a funeral, the rage of a murder, the joy of a triumphant battle. Almost more of a supernatural phenomenon than the work of necromancy, these “ghosts” inhabit these emotions, and grant them form.

Remnants are attracted to those who can feel emotions, and those who come across remnants will be flooded by these past emotions as a remnant will excitedly try and share its “purpose” with those it comes across. While a remnant will usually mean no harm, the emotions it embodies have been known to overwhelm, maim, or even kill those unprepared.

Remnants are found and formed anywhere, but are “territorial” in the sense that they rarely ever leave the emotional site they were formed.

Remnant (CR 3)

This ghostlike visage is no more than tatters of spiritual energy and wisps of long-forgotten emotion, quietly stalking the place it was formed.
XP 800
N Medium undead (incorporeal)
Init +3; Senses darkvision 60 ft., thoughtsense 30 ft.; Perception +7

Defense
AC 16, touch 13, flat-footed 13 (+3 deflection, +3 Dex)
hp 21 (3d8+9)
Fort +4, Ref +4, Will +4
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits

Offense
Speed fly 40 ft. (perfect)
Melee incorporeal touch +5 (2d4 cold plus emotion)
Special Attacks emotion (grief, 1d6+1 nonlethal and sickened for 1 round; paralyzing grief, Will save or nauseated for 1 round, DC 16)

Statistics
Str –, Dex 16, Con –, Int 10, Wis 12, Cha 16
Base Atk +2; CMB +5; CMD +18
Feats Ability Focus (emotion), Combat Reflexes
Skills Fly +17, Perception +7, Sense Motive +15, Stealth +9; Racial Modifiers +8 Sense Motive

Special Abilities
Emotion (Su): A remnant is born from powerful emotions. Remnants gain the minor and lesser emotions from the eliciter’s emotion class feature (Ultimate Spheres of Power pg. 44), using their Hit Dice as their effective eliciter level when determining the effects. Remnants can use their emotion abilities an unlimited number of times each day. The save DC against a remnant’s emotion ability is 10 + 1/2 the remnant’s Hit Dice + its Charisma modifier.

If a remnant gains levels in the eliciter class or another class which gains the emotion class feature, those class levels stack with their racial Hit Dice when determining the effects of the remnant’s emotion class feature.

Remnants may be formed and themed around any eliciter emotion. The sample remnant presented here uses the minor and lesser grief emotion abilities.

Grief:

  • Minor: Touch of Grief (Su): As a standard action, the eliciter may make a touch attack against a target to fill it with crushing sadness. This inflicts 1d6 points of nonlethal damage + 1 for every two eliciter levels he possesses and sickens the target for 1 round. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
  • Lesser: Paralyzing Grief: When the eliciter uses his touch of grief on a target, that target must succeed at a Will save or also be nauseated for 1 round.

Empathic (Ex) A remnant can be affected by beneficial emotion effects and benefit from morale bonuses.

Ecology
Environment any
Organization solitary, pair, congregation (7-12)
Treasure standard

Description
Remnants are formed at the site of powerful emotions. Common remnants include fear, grief, and rage.

Remnant, Greater (CR 9)

Powerful strands of emotion wrap as chains, thorns, and crowns around this apparition’s body, its movements leaving tangible ripples in the air.
XP 6,400
NE Medium undead (incorporeal)
Init +9; Senses darkvision 60 ft., thoughtsense 30 ft.; Perception +13
Aura aura of despair (30 ft., enemies take -2 on ability checks, attack rolls, damage rolls, saving throws, and skill checks)

Defense
AC 20, touch 16, flat-footed 15 (+4 deflection, +5 Dex, +1 dodge)
hp 72 (9d8+36)
Fort +7, Ref +8, Will +7
Defensive Abilities channel resistance +4, incorporeal; Immune undead traits

Offense
Speed fly 60 ft. (perfect)
Melee incorporeal touch +10 (4d4 cold plus emotion)
Special Attacks emotion (grief, 1d6+4 nonlethal and sickened for 4 rounds; paralyzing grief, Will save or nauseated for 1 round, DC 20)

Statistics
Str –, Dex 20, Con –, Int 10, Wis 13, Cha 19
Base Atk +6; CMB +10; CMD +26
Feats Ability Focus (emotion), Combat Reflexes, Dodge, Flyby Attack, Improved Initiative
Skills Fly +25, Perception +13, Sense Motive +21, Stealth +17; Racial Modifiers +8 Sense Motive

Special Abilities
Emotion (Su): A greater remnant is born from powerful emotions. Greater remnants gain the minor, lesser, greater, and master emotions from the eliciter’s emotion class feature (Ultimate Spheres of Power pg. 44), using their Hit Dice as their effective eliciter level when determining the effects. Greater remnants can use their emotion abilities an unlimited number of times each day. The save DC against a remnant’s emotion ability is 10 + 1/2 the remnant’s Hit Dice + its Charisma modifier.

If a greater remnant gains levels in the eliciter class or another class which gains the emotion class feature, those class levels stack with their racial Hit Dice when determining the effects of the greater remnant’s emotion class feature. Greater remnants may be formed and themed around any eliciter emotion. The sample greater remnant presented here uses the minor, lesser, greater, and master grief emotion abilities, which have been reprinted for quick reference.

Grief:

  • Minor: Touch of Grief (Su): As a standard action, the eliciter may make a touch attack against a target to fill it with crushing sadness. This inflicts 1d6 points of nonlethal damage + 1 for every two eliciter levels he possesses and sickens the target for 1 round. He can use this ability a number of times per day equal to 3 + his casting ability modifier.
  • Lesser: Paralyzing Grief: When the eliciter uses his touch of grief on a target, that target must succeed at a Will save or also be nauseated for 1 round.
  • Greater: Aura of Despair (Su): The eliciter may emit a 30-foot aura of despair for a number of rounds per day equal to his eliciter level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. This ability is a swift action to activate, and the rounds do not need to be consecutive. This is a mind-affecting effect.
  • Master: Pure Grief: When the eliciter uses his touch of grief on a target, the target is sickened for 1 round per 2 eliciter levels he possesses.

Empathic (Ex) A greater remnant can be affected by beneficial emotion effects and benefit from morale bonuses.

Ecology
Environment any
Organization solitary, pair, emotional collective (1-3 greater remnant, 4-10 remnant)
Treasure standard

Description
Unusually powerful remnants become greater remnants. Masterful conduits of the emotion they were born from, greater remnants are often formed in areas of emotional energy which become passed down through history, such as the assassination sites of great leaders, joyous unions and marriages, and grief-filled sites of monumental battles.

Soulgorger (CR 11)

This malignant, aberration-like body glows softly with a malicious light, its eyes empty sockets, as its bones and appendages twist and contort, sinuous tentacles writhing within its flesh.
XP 12,800
CE Medium undead
Init +6; Senses darkvision 60 ft., lifesense 30 ft.; Perception +18

Defense
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural; soul consumer)
hp 140 (14d8+84); fast healing (see soul consumer)
Fort +9, Ref +6, Will +10
Immune cold, undead traits
Weaknesses soul consumer

Offense
Speed 10 ft., fly 60 ft. (perfect)
Melee bite +20 (1d8+9/19-20 plus energy drain), 4 tentacles +14 (1d8+4 plus energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks energy drain (1 level, DC 22)

Combat
Martial Tradition n/a; PAM Wis
Guardian SphereTalents Greater Delayed Damage, Punishment; Drawbacks (Indifferent Defender)
• delayed damage pool (40 points)
◊ Greater Delayed Damage; pool increases +1/BAB
◊ Punishment; immediate action after attack, expend martial focus, inflict damage equal to current delayed damage (Fortitude half)

Statistics
Str 28, Dex 14, Con –, Int 10, Wis 12, Cha 20
Base Atk +10; CMB +19; CMD +31 (cannot be tripped)
Feats Extra Combat Talent (x2), Flyby Attack, Improved Critical (bite), Improved Initiative, Toughness, Weapon Focus (bite)
Skills Fly +27, Perception +18, Sense Motive +18, Stealth +19
Languages Common (cannot speak)
SQ soul consumer

Special Abilities
Soul Consumer (Su): The soulgorger is empowered by the shredded remnants of soulstuff it shreds away from its foes. Whenever a creature gains a negative level from the soulgorger’s energy drain, the soulgorger gains 1 soul point. The soulgorger can have a number of soul points equal to its Hit Dice (14 for the average soulgorger).

The soulgorger gains a profane bonus to its AC for every 2 soul points it has and fast healing equal to the number of soul points it has. The soulgorger may spend 3 soul points as a free action to regain martial focus. This does not allow the soulgorger to regain martial focus more than once per round.

The soulgorger is vulnerable to effects which provide protection against possession (ex. the Fate sphere Hallow (word)) or heal negative levels (ex. the Life sphere Restore Soul (cure) talent). When targeted by such an effect, the soulgorger must succeed at a Will save against the sphere effect’s DC or take 1d6 points of damage for each soul point it possesses and lose all soul points.

Ecology
Environment any
Organization solitary, pair
Treasure double

Description
The soulgorger is a foul creation of malice which consumes the souls of the living for its own sadistic desires. Its body, warped by painful necrotic energy, can absorb the lives of those it preys upon, strengthening itself. These wretched abominations of thaumaturgy are often the product of sick and twisted experiments gone awry by necromancers.

A creature whose soul has been partially or entirely consumed can be identified by the sickly striations that will form as rings around the victim’s neck with a DC 25 Knowledge (religion) check.

Rarely created on purpose, the sighting of a soulgorger is often a matter of mortal peril for any ill-equipped towns or nations, warranting the most skilled of exorcists and undead hunters to set out and destroy it before the soulgorger can cause too much harm or grow too strong.

Vampire (CR 8)

This lithe, pale woman brandishes her fangs and rapier, her eyes a deep crimson that speaks with an unimaginable hunger.
XP 4,800
Female human vampire eliciter 7
NE Medium undead (augmented humanoid)
Init +8; Senses darkvision 60 ft.; Perception +22

Defense
AC 26, touch 20, flat-footed 22 (+5 armor, +4 Dex, +1 dodge, +6 natural)
hp 112 (7d8+56); fast healing 5
Fort +11, Ref +13, Will +9 (+3 vs. charm and compulsion)
Defensive Abilities channel resistance +4, unarmored training +5; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses

Offense
Speed 30 ft., climb 45 ft.
Melee +1 rapier +10 (1d6+9/18-20) or slam +9 (1d4+9 plus energy drain)
Special Attacks blood drain, create spawn, dominate (DC 23), elicit strike, emotion (fear, 10/day frightened for 1 round (Will negates) plus shaken for 3 rounds (no save), DC 23), energy drain (2 levels, DC 20), hypnotism (6/day, DC 23, fascinate, liberate, terrorize), persuasive +3
Casting Tradition Natural; CAM Cha
CL 5 (7 w/ Mind); MSB +7; MSD 18; Concentration +14
Spell Points 14
Dark Sphere – (darkness) Thick Darkness; (meld) Clearsight
• darkness, medium (150 ft.), DC 19; 20-ft. radius becomes dim light, concentration, 5 min. with 1 sp
◊ Thick Darkness (darkness); darkness becomes difficult terrain, imposes -1 penalty on weapon and damage rolls
• meld, touch, DC 19; 5 hours with 1 sp
◊ Clearsight (meld); immunity against negative effects of blots and darkness, 1 sp
◊ Darkvision (meld); 60 ft. darkvision or increase existing darkvision by 30 ft.
Mind Sphere – Expanded Charm, Powerful Charm; (charm) Candor, Read Mind
• charm, close (40 ft.), DC 23; place a (charm) on a target
◊ Candor (charm); compel honesty, Will negates
• lesser charm (target speaks truth for 7 rounds)
• greater charm (same as lesser charm but 7 hours)
• powerful charm (target answers any question)
◊ Read Mind (charm); pull information from target’s mind
• lesser charm (detect emotional state)
• greater charm (read surface thoughts for concentration)
• powerful charm (pull specific information)
◊ Suggestion (charm); plant thought or course of action in target’s mind, Will negates
• lesser charm (simple request)
• greater charm (same as lesser charm but basic request, -2 for basic)
• powerful charm (same as greater charm but non-fatal request, any -2 for basic, -4 for simple)
• Expanded Charm; affect any creature
• Powerful Charm; spend 2 sp to use powerful charm effect

Combat
Martial Tradition Dedicated Duelist (Equipment x3, Fencing x1); PAM Wis
Duelist Sphere
• blooded strike, (deal 2 bleed on attack action, do not provoke AoO on maneuvers vs. bleeding targets, apply one (bleed))
Equipment SphereTalents Finesse Fighting (x2), Unarmored Training; (discipline) Duelist Training
• Duelist Training (discipline); gain proficiency with a number of bladed weapons
• Finesse Fighting (2); use Dexterity to attack, add 1/2 BAB to damage
• Unarmored Training; gain +5 armor bonus that applies to touch while unarmored
Fencing SphereTalents Focusing Feint, Parry And Riposte; (exploit) Face Strike
• fatal thrust (deal 2d6 precision damage vs. flat-footed, flanked, or Dexterity-denied foes with attack actions or AoO, apply one (exploit)); (exploit) DC 14
◊ Face Strike (exploit); target treats all targets as though they had partial concealment (20% miss) and suffers a -2 penalty to Perception for 2 rounds
• Parry And Riposte; expend martial focus, make attack roll to negate incoming melee attack. If successful, regain martial focus or immediate action attack parried target

Statistics
Str 18, Dex 18, Con –, Int 14, Wis 14, Cha 24
Base Atk +5; CMB +9; CMD +25
Feats Alertness, Combat Reflexes, Dodge, Elicit Strike, Greater Hypnosis, Improved Initiative, Lightning Reflexes, Mystic Focus, Toughness, Transformation (Small-sized bat); Other Feat to Talent trade for Proficient combat progression
Skills Acrobatics +11, Bluff +27, Knowledge (noblilty) +9, Knowledge (religion) +12, Perception +22, Sense Motive +25, Stealth +22; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages common, elven, necril
SQ emotion (fear (minor, lesser)), mistform, persuasive +3, shadowless, spider climb

Ecology
Environment any
Organization solitary or clan (vampire plus 1-6 spawn)
Treasure NPC gear (cloak of resistance +2, headband of alluring charisma +4, +1 rapier)


Spheres of Power by Drop Dead Studios
Using Spheres of Power
Classes
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Magemage Tempestarii
Waking Sleeper
Spheres
Alteration Blood Conjuration Creation
Dark Death Destruction Divination
Enhancement Fallen Fey Fate Illusion
Life Light Mana Mind
Nature Protection Telekinesis Time
War Warp Weather
Other Spheres
Bear Technomancy
Rules
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Magical Items Mythic Spheres Rituals
Spellcrafting Traits Wild Magic Sphere Bestiary
Equipment
Weapons Armor Equipment Special Materials
Alchemical Items Apparatuses (Metamagic) Charms Compounds
Fabled Items Implements Marvelous Items Schematics
Scrolls Spell Engines Spellzones Talent Crystals
Feats
Admixture Anathema Aristeia Champion
Chance Channeling Combat Companion
Counterspell Drawback Extra General
Item Creation Metamagic Necrosis Protokinesis
Proxy Purring Racial Ritual
Squadron Surreal Teamwork Theurge
Wild Magic
Get Ultimate Spheres of Power Get the Original RulebookU
Get Expanded OptionsU Get Expanded Options 2
Alteration HandbookU Conjuration HandbookU Creation HandbookU Dark HandbookU
Death HandbookU Destruction HandbookU Divination HandbookU Enhancement HandbookU
Fate HandbookU Illusion HandbookU Life HandbookU Light HandbookU
Mind HandbookU Nature HandbookU Protection HandbookU Telekinesis HandbookU
Time HandbookU War HandbookU Warp HandbookU Weather HandbookU
Spheres Apocrypha
Apex Shifter Casting Traditions Casting Traditions 2 Cognition Talents
Cohorts and Companions Dark ApocryphaU Debilitating Talents 2 Destruction ApocryphaU
Light ApocryphaU Nature (Air) PackageU Nature (Earth) ApocryphaU Nature (Fire) ApocryphaU
Nature (M/P/W) ApocryphaU Nature (Spirit) ApocryphaU Protokinesis ApocryphaU Sidhe Court
Other Spheres Products
Archetypes of PowerU Archetypes of Power 2 The Bear Sphere The Blood SphereU
Blood and Portents Compounds of Power The Conqueror's Handbook The Fallen Fey SphereU
Initiate's Handbook Items of PowerU The Jester's Handbook Mythic Spheres of Power
The Technomancy Sphere Treasures of the Spheres The Wraith ClassU Wild Magic
Woodfaring Adventures Worlds of Power The Youxia's Handbook Bestiary: Fey and Feyfolk
The High Magic Handbook
Adventures
Wreckage to Deliverance Wreckage to Deliverance Player's Guide

U: Part of Ultimate Spheres of Power and does not need to be bought separately from that book

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.