Pathfinder: Kingmaker Wiki
Advertisement


Ghostly Guard
Ghost

Chaotic Evil (Ghost)

14 Rogue
Size
Medium
Speed
30 ft.
Initiative
+8
STR
10
DEX
18
CON
10
INT
14
WIS
13
CHA
20

Skills
31 Perception
41 Stealth

360 experience points

Defense
161 Hit points
AC
22

Flat-footed
17
Touch
22
Fortitude
+9
Will
+5
Reflex
+20

Immunities
Mind-affecting, Fear, Compulsion, Emotion, Poison, Disease, Charmed, Dazed, Stunned, Death, Sleep, Critical Hits, damage from non-magical weapons, ability score damage, drain, precision damage
Energy: Negative
Effects And Conditions: Nauseated, Fatigued, Sickened, Prone

Offense
Melee: Agile Rapier +1
Range: 2 ft.
Attack: +18/+13
Damage: 8-13 Piercing 1d6+7 plus Bewildering Injury, Disorienting Injury

BASE ATTACK BONUS
+10/+5/-/-
COMBAT MANEUVER
+12 Bonus 32 Defense

Features and Abilities
Charge, Corrupting Touch, Frightful Moan, Coup de Grace, Demoralize (Persuasion), Treat Affliction
Fighting Defensively, Acrobatics (Mobility), Bewildering Injury, Disorienting Injury, Hampering Injury
Undead Creature, Unholy Grace, Incorporeal, Airborne, Immune to Trip, Feat, Coup de Grace, Sneak Attack, Rogue Proficiencies, Armor Proficiency (Light Armor), Simple Weapon Proficiency, Weapon Finesse, Trapfinding, Weapon Focus (Rapier), Evasion, Rogue Talent, Combat Trick, Combat Reflexes, Finesse Training, Danger Sense, Dodge, Finesse Training (Rapier), Debilitating Injury, Uncanny Dodge, Dispelling Attack, Toughness, Canny Observer, Lightning Reflexes, Improved Uncanny Dodge, Slow Reactions, Improved Initiative, Advanced Talents, Fast Stealth, Improved Critical (Rapier), Opportunist, Critical Focus, Double Debilitation

Analyze Skill: Lore (Religion) DC 26

CR13_GhostlyGuardStandard (d61f011e2ceb27f42878ff77502f1163)

Ghostly Guard is a creature in Pathfinder: Kingmaker.

Description[ | ]

When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil – even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.

When a ghost is created, it retains incorporeal "copies" of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost, but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality. The original items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item's use).

Locations[ | ]

Summoned by[ | ]

Advertisement