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Description
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Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=321595][B][SIZE=+1]Renald Ghoul-Bane[/SIZE][/B][/URL] Chaotic Good Human Undead Stalker, [B]Level[/B] 10 (ECL 12), [B]Init[/B] +8, [B]HP[/B] 90/90, [B]DR[/B] 5/magic, evil, [B]Speed[/B] 30 [B]AC[/B] 27, [B]Touch[/B] 20, [B]Flat-footed[/B] 23, [B]Fort[/B] +13, [B]Ref[/B] +14, [B]Will[/B] +9, [B]Base Attack Bonus[/B] +10/+5 [B]+2 Undead Bane Longsword [/B] +17/+12 ( , ) [B]+1 Disruption Light Mace [/B] +16/+11 ( , ) [B]+2 Light Fortification Mithral Breastplate[/B] (+7 Armor, +4 Dex, +3 Deflect, +3 Misc) [B]Abilities[/B] Str 20, Dex 19, Con 16, Int 16, Wis 16, Cha 14 [B]Condition[/B] Fast Healing 5 Immune to acid, cold, electricity and petrification Low-light vision Darkvision Protective Aura Fire Resist 10, +4 to Fortitude saves aginast poison Holy Power Holy Touch Tongues
Condition and Effects
Additional Information
Fast Healing 5 Immune to acid, cold, electricity and petrification Low-light vision Darkvision Protective Aura Fire Resist 10, +4 to Fortitude saves aginast poison Holy Power Holy Touch Tongues
Akela, Wolf Companion Medium Animal Hit Dice: 6d8+18 (66 hp) Initiative: +3 Speed: 50ft (10 squares) Armor Class: 23 (+3 Dex, +10 natural), touch 13, ff 20 Base Attack/Grapple: +4/+6 Attack: Bite +9 melee (1d8+5) Full Attack: Bite +9 melee (1d8+5) Space/Reach: 5ft/5ft Special Attacks: Trip Special Qualities: Low-light vision, Scent Saves: Fort +8, Ref +8, Will +3 Abilities: Str 15 (19), Dex 17, Con 16, Int 2, Wis 12, Cha 6 Skills: Hide +4, Listen +4, Move Silently +4, Spot +4, Survival +2* Feats: Track*, Weapon Focus (Bite), Improved Natural Armor, Improved Natural Weapon (Bite) Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Other Notes
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Special Qualities: A saint retains all the character�s special qualities and gains those listed below, as well as the outsider type. Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). HD 1-3: None HD 4-7: 5/magic HD 8-11: 5/evil If the base creature already has damage reduction, use the better value. Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value. Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks. Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision. Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint�s Hit Dice. Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison. Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. So as it stands you are taking the Trapfinding class ability in place of Track, but you will gain Track and Improved initiative as feats from your remaining saint ECL along with Engineer (+2 disable device and Knowledge Engineering, and Disable Device is always a class skill for you). 100,000 gold -18315 for Longsword -18305 for Light Mace -12200 for Breastplate -16000 for Belt -18000 for Ring 1 -2200 for Ring 2 -2000 for Haversack -2500 for Eyes