Jordle Glimmercoin, Illusionist Extraordinaire [Gnome Sorcerer 14] "Master shadowmancer Jordle Glimmercoin, at your service. Proficient in six kinds of invisibility spell."
14 levels of sorcerer @ Avatar of Kokusho hp gain
7 * (d6 (6) + 3) = 7 * 9 = 63
7 * (d6 (3) + 3) = 7 * 6 = 42 5 bonus hp from favored class Total Hit Points: 110
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See low-light vision. Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day - dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks. Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.
Trickster: You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.
Charlatan: As a swift action, you may expend one prepared spell or spell slot to gain a bonus on the next Bluff check you make, provided the check takes place before the beginning of your next turn. The bonus on this check is equal to the level of the spell consumed. You may use this ability 3 times per day.
Class Skill: Knowledge: Nature Bonus Spells:entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th). Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]). Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Bloodline Powers:Laughing Touch (8/day), Woodland Stride (passive), Fleeting Glance (14 + 4* rounds/day), Fey Magic (at will)*
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier (8). This is a mind-affecting effect.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed (20 feet) and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level (14 + 4*). This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. (available due to Grandfather's Robes)
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
Skill Points: 2 + Int mod (+4) x 14 (14 levels of sorcerer)+ 9 (9 bonus skill points from favored class: sorcerer) = 93
Short-Term Goals: Pending. Medium-Term Goals: Jordle hopes to pursue a rumor he has repeatedly heard of a lost tome called Grey Lands: A Journey Beyond, written by an ancient mage who successfully traversed the Plane of Shadow. Long-Term Goals: Jordle hopes to learn the nature of reality: does it objectively exist, or is experience ultimately fully subjective?
Languages Spoken: Common, Undercommon, Gnome, Goblin, Sylvan, Aklo, Protean, Draconic, 3 bonus Charlatan (Character Trait): 3/day, you may expend a spell slot to gain a bonus equal to the level of that slot to next Bluff check.
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier (8). This is a mind-affecting effect.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed (20 feet) and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level (14 + 4*). This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. (available due to Grandfather's Robes)
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
Combat
Offense (Melee Attack): +9 with Spellstabber, damage 1d6+3 P (x3), plus discharged spell effect Offense (Ranged Attack): +9 with Spellstabber, damage 1d6+3 P (x3), plus discharged spell effect, range 20 ft. Offense (Full Melee Attack): +9/+4 with Spellstabber, damage each 1d6+3 P (x3), plus discharged spell effect
Armor Class (Default): 18 (+1 Dex, +1 size, +6 Deflectionator Armbands) Armor Class (Touch): 12 (+1 Dex, +1 size) Armor Class (Flat-Footed): 17 (+1 size, +6 Deflectionator Armbands)
Spell-like Abilities: 1/day each: dancing lights, ghost sound (DC 15), prestidigitation, and speak with animals (DC 16). Caster level 14th. Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2. Spell Focus (Enchantment): Add +1 to the DC for all saving throws for enchantment spells you cast. Dispel Synergy: Whenever you dispel an ongoing magic effect on an opponent, they take -2 on saves against your spells until end of next turn. Trickster (Character Trait): You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.
As befits the power of a 7th-level spell, greater shadow conjuration deserves a bit more description than its listing alone implies.
To help other players and the DM understand, I remind them that greater shadow conjuration can technically mimic any Conjuration spell of the [creation] or [summoning] subschools, which is some hundreds of spells. The character that I am creating will therefore have access to substantial rules trickery. Because this is such a drastic extension of magic power, I will list the spells that I might commonly use via greater shadow conjuration to ask the DM for their specific permission via the DM-is-God principle.
Confusion (Su): A creature struck by a voidworm’s tail slap must make a DC 12 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Change Shape (Su): A protean’s form is not fixed. Once per day as a standard action, Quurthx may change shape into any one of two Tiny creatures to be chosen in the future, as beast shape II. It can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL 14).
Special Familiar Qualities: Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Spell Resistance 17
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures. (Not available with Improved Familiar)
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5 (17). To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC 17, touch 12, flat-footed 15; (+2 Dex, +5 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend
OFFENSE
Spd 50 ft.
Melee bite +10 (1d6+6 plus trip)
Special Attacks bay
STATISTICS
Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Iron Will, Power Attack
Skills Perception +10, Stealth +11, Survival +10
Languages Common (cannot speak)
SPECIAL ABILITIES
Bay (Su)
When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
Shadow Blend (Su)
In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.
"Master shadowmancer Jordle Glimmercoin, at your service. Proficient in six kinds of invisibility spell."
CharSheet: link
Gnome Sorcerer 14
5 bonus hp, 9 bonus skill points from favored class levels
7 * (d6 (6) + 3) = 7 * 9 = 63
7 * (d6 (3) + 3) = 7 * 6 = 42
5 bonus hp from favored class
Total Hit Points: 110
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See low-light vision.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan.
Trickster: You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.
Charlatan: As a swift action, you may expend one prepared spell or spell slot to gain a bonus on the next Bluff check you make, provided the check takes place before the beginning of your next turn. The bonus on this check is equal to the level of the spell consumed. You may use this ability 3 times per day.
Class Skill: Knowledge: Nature
Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).
Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Bloodline Powers: Laughing Touch (8/day), Woodland Stride (passive), Fleeting Glance (14 + 4* rounds/day), Fey Magic (at will)*
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed (20 feet) and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level (14 + 4*). This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. (available due to Grandfather's Robes)
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
Skill Points: 2 + Int mod (+4) x 14 (14 levels of sorcerer)+ 9 (9 bonus skill points from favored class: sorcerer) = 93
Skill Ranks:
We'll call this close enough.
Short-Term Goals: Pending.
Medium-Term Goals: Jordle hopes to pursue a rumor he has repeatedly heard of a lost tome called Grey Lands: A Journey Beyond, written by an ancient mage who successfully traversed the Plane of Shadow.
Long-Term Goals: Jordle hopes to learn the nature of reality: does it objectively exist, or is experience ultimately fully subjective?
Basics
Hit Points: 110 (14 HD)
Speed: 20 ft.
Senses: vision; low-light vision; Perception +20*
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Attributes:
Skills:
Charlatan (Character Trait): 3/day, you may expend a spell slot to gain a bonus equal to the level of that slot to next Bluff check.
Feats: Eschew Materials, Improved Initiative, Eldritch Heritage (Arcane Bloodline), Skill Focus (Knowledge: Arcana), Improved Familiar, Arcane Shield, Dispel Synergy, Spell Focus (Enchantment), Silent Spell, Quicken Spell, Alertness* (only while familiar is within arm's reach)
Bloodline Powers: Laughing Touch (8/day), Woodland Stride (passive), Fleeting Glance (14 + 4* rounds/day), Fey Magic (at will)*
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed (20 feet) and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level (14 + 4*). This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. (available due to Grandfather's Robes)
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
Offense (Melee Attack): +9 with Spellstabber, damage 1d6+3 P (x3), plus discharged spell effect
Offense (Ranged Attack): +9 with Spellstabber, damage 1d6+3 P (x3), plus discharged spell effect, range 20 ft.
Offense (Full Melee Attack): +9/+4 with Spellstabber, damage each 1d6+3 P (x3), plus discharged spell effect
Armor Class (Default): 18 (+1 Dex, +1 size, +6 Deflectionator Armbands)
Armor Class (Touch): 12 (+1 Dex, +1 size)
Armor Class (Flat-Footed): 17 (+1 size, +6 Deflectionator Armbands)
Combat Maneuver Bonus: +7/+2
Combat Maneuver Defense: 18 (17 flat-footed)
Concentration: +19
Spells / Day - Save DC:
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Spell Focus (Enchantment): Add +1 to the DC for all saving throws for enchantment spells you cast.
Dispel Synergy: Whenever you dispel an ongoing magic effect on an opponent, they take -2 on saves against your spells until end of next turn.
Trickster (Character Trait): You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.
1st Level (5 spells + 1): charm person, detect charm, entangle (Bloodline spell), illusion of calm, mage armor, vanish
2nd Level (5 spells + 1): blur, detect thoughts, disguise other, communal endure elements, hideous laughter (Bloodline spell), invisibility
3rd Level (4 spells + 2): deep slumber (Bloodline spell), dispel magic, displacement, haste, invisibility sphere, poison (Bloodline spell)
4th Level (4 spells + 1): charm monster, confusion, dimension door, greater invisibility, tree stride (Bloodline spell)
5th Level (3 spells): feeblemind, hold monster, mind fog
6th Level (2 spells + 1): cloak of dreams, greater dispel magic, mislead (Bloodline spell)
7th Level (1 spell): greater shadow conjuration
As befits the power of a 7th-level spell, greater shadow conjuration deserves a bit more description than its listing alone implies.
To help other players and the DM understand, I remind them that greater shadow conjuration can technically mimic any Conjuration spell of the [creation] or [summoning] subschools, which is some hundreds of spells. The character that I am creating will therefore have access to substantial rules trickery. Because this is such a drastic extension of magic power, I will list the spells that I might commonly use via greater shadow conjuration to ask the DM for their specific permission via the DM-is-God principle.
I really, really want access to bolded items.
Associated Characters:
Quurthx, Protean Voidworm Familiar
Details: Chaotic Neutral, Tiny, Outsider (chaotic, extraplanar, protean, shapechanger)
Hit Points: 55 (14 HD); fast healing 2
Speed: 20 ft., fly 50 ft. (perfect; Fly +19)
Senses: blindsense 30 ft., darkvision 30 ft., detect law; Perception +13
Initiative: +3 (+3 Dex)
Attributes:
Skills:
Feats: Skill Focus (Knowledge: Arcana), Weapon Finesse
Offense (Melee Attack): +10 bite, damage 1d3-2
Offense (Full Melee Attack): +10/+5 bite (1d3-2) and slap with tail (1d3-2 plus Confusion)
Armor Class (Default): 21 (+3 Dex, +2 size, +6 natural)
Armor Class (Touch): 15 (+3 Dex, +2 size)
Armor Class (Flat-Footed): 18 (+2 size, +6 natural)
Combat Maneuver Bonus: +8/+3
Combat Maneuver Defense: 14 (11 flat-footed; can't be tripped)
Confusion (Su): A creature struck by a voidworm’s tail slap must make a DC 12 Will save or become confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.
Change Shape (Su): A protean’s form is not fixed. Once per day as a standard action, Quurthx may change shape into any one of two Tiny creatures to be chosen in the future, as beast shape II. It can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL 14).
Special Familiar Qualities: Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Spell Resistance 17
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures. (Not available with Improved Familiar)
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5 (17). To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Defensive Abilities:
Concentration: +7
Spell-Like Abilities:
Olouhu & Wouhoro, Summoned Shadow Mastiffs
XP 1,600
NE Medium outsider (evil, extraplanar)
Init +6; Senses darkvision 60 ft., scent; Perception +10
DEFENSE
AC 17, touch 12, flat-footed 15; (+2 Dex, +5 natural)
hp 51 (6d10+18)
Fort +8, Ref +7, Will +5
Defensive Abilities shadow blend
OFFENSE
Spd 50 ft.
Melee bite +10 (1d6+6 plus trip)
Special Attacks bay
STATISTICS
Str 19, Dex 15, Con 17, Int 4, Wis 12, Cha 13
Base Atk +6; CMB +10; CMD 22
Feats Improved Initiative, Iron Will, Power Attack
Skills Perception +10, Stealth +11, Survival +10
Languages Common (cannot speak)
SPECIAL ABILITIES
Bay (Su)
When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. A creature that successfully saves cannot be affected by the same mastiff’s bay for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
Shadow Blend (Su)
In any condition of illumination other than full daylight, a shadow mastiff disappears into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, does. A shadow mastiff can suspend or resume this ability as a free action.