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<blockquote data-quote="The Vorpal Tribble" data-source="post: 2153647" data-attributes="member: 9755"><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 15px"><span style="color: DarkSlateGray"><strong>Huaka'i Po</strong></span></span></span></p><p></p><p>Type: Medium Undead (ghost)</p><p>Hit Dice: 10d12</p><p>Initiative: +3</p><p>Speed: fly 30 ft. (perfect)</p><p>AC: 18 (+3 dex, +5 def)</p><p>BAB/Grapple: +10/+14</p><p>Space/Reach: 5 ft./5 ft.</p><p>Attack: Flame of Victory's Past (1d8 cold damage plus 1d4 negative energy) </p><p>Full attack: Flame of Victory's Past (1d8 cold damage plus 1d4 negative energy) </p><p>Special Attacks: Death Gaze, Drummings of Panic, Horrific Appearance, Manifestation</p><p>Special Qualities: Rejuvenation, Turn Resistance</p><p>Saves: Fort +7, Ref +3, Will +3</p><p>Abilities: Str 18, Dex 16, Con -, Int 11, Wis 14, Cha 20</p><p>Skills: Intimidate +10, Listen +6, Perform (Concussion) +15, Perform (Sing) +15, Spot +6</p><p>Feats: Dodge, Mobility, Spring Attack, Weapon Finesse</p><p>________________________</p><p>Environment: Any warm </p><p>Organization: Solitary, Guard (2), Troop (10-20), Army (21+)</p><p>CR: 12-13</p><p>Alignment: Any </p><p>Treasure: None</p><p>Advancement: -</p><p></p><p>Huaka'i Po, also known as the Marchers of the Night, or simply Night Marchers, are ghost warriors of high rank. They march on certain nights to welcome new warriors or to march to old battle grounds. They float, just barely above the ground, but do not fly any higher. Their faces and bodies show the scars and wounds they possessed at their death. </p><p>They are weaponless, being retired of battle and life, some carrying wardrums, others torches that gleam with an eldritch fire. </p><p></p><p></p><p><span style="font-size: 12px"><strong>Combat:</strong></span></p><p>Caring little for the living world Night Marchers do not come into being very often. However, they permit no disturbances from mortals and if you look into their eyes or stand in their way they possess the power to steal the souls of interferers. </p><p></p><p><strong>Death Gaze (Su):</strong></p><p>Any living being that meet a marcher of the night's gaze must succeed on a DC 26 Fortitude save or die. The victim's soul then enters into this army of the dead. </p><p></p><p><strong>Drummings of Panic (Su): </strong></p><p>A ghost can begin to play their ghostly drums as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for as long as the drums are played. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the drumming cannot be affected by the same marcher's beatings for 24 hours.</p><p></p><p><strong>Flame of Victory's Past (Su):</strong></p><p>Within the hands of the Huaka'i po are torches with miniature scenes of battles etched into the wood. Their glow casting an eerie radiance around. A marcher that hits a living target with its flame deals 1d6 points of cold damage plus 1d4 negative energy. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls and deals fire instead of cold. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. </p><p></p><p><strong>Horrific Appearance (Su):</strong> </p><p>Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.</p><p></p><p><strong>Rejuvenation (Su): </strong></p><p>The “destroyed” spirit of a Huaka'i Po will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A marcher that would otherwise be destroyed returns to its old battlefield with a successful level check (1d20 + marcher's HD) against DC 16. </p><p></p><p><strong>Telekinesis (Su)</strong>: A marcher can use telekinesis as a standard action (caster level 12th). When a marcher uses this power, it must wait 1d4 rounds before using it again.</p><p></p><p><strong>Turn Resistance (Ex):</strong></p><p>A Huaka'i Po has +8 turn resistance. </p><p></p><p><strong>Skills:</strong></p><p>Marchers of the Night gain a +5 bonus to Perform checks.</p></blockquote><p></p>
[QUOTE="The Vorpal Tribble, post: 2153647, member: 9755"] [FONT=Book Antiqua][SIZE=4][COLOR=DarkSlateGray][b]Huaka'i Po[/b][/COLOR][/SIZE][/FONT] Type: Medium Undead (ghost) Hit Dice: 10d12 Initiative: +3 Speed: fly 30 ft. (perfect) AC: 18 (+3 dex, +5 def) BAB/Grapple: +10/+14 Space/Reach: 5 ft./5 ft. Attack: Flame of Victory's Past (1d8 cold damage plus 1d4 negative energy) Full attack: Flame of Victory's Past (1d8 cold damage plus 1d4 negative energy) Special Attacks: Death Gaze, Drummings of Panic, Horrific Appearance, Manifestation Special Qualities: Rejuvenation, Turn Resistance Saves: Fort +7, Ref +3, Will +3 Abilities: Str 18, Dex 16, Con -, Int 11, Wis 14, Cha 20 Skills: Intimidate +10, Listen +6, Perform (Concussion) +15, Perform (Sing) +15, Spot +6 Feats: Dodge, Mobility, Spring Attack, Weapon Finesse ________________________ Environment: Any warm Organization: Solitary, Guard (2), Troop (10-20), Army (21+) CR: 12-13 Alignment: Any Treasure: None Advancement: - Huaka'i Po, also known as the Marchers of the Night, or simply Night Marchers, are ghost warriors of high rank. They march on certain nights to welcome new warriors or to march to old battle grounds. They float, just barely above the ground, but do not fly any higher. Their faces and bodies show the scars and wounds they possessed at their death. They are weaponless, being retired of battle and life, some carrying wardrums, others torches that gleam with an eldritch fire. [SIZE=3][b]Combat:[/b][/SIZE] Caring little for the living world Night Marchers do not come into being very often. However, they permit no disturbances from mortals and if you look into their eyes or stand in their way they possess the power to steal the souls of interferers. [b]Death Gaze (Su):[/b] Any living being that meet a marcher of the night's gaze must succeed on a DC 26 Fortitude save or die. The victim's soul then enters into this army of the dead. [b]Drummings of Panic (Su): [/b] A ghost can begin to play their ghostly drums as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for as long as the drums are played. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the drumming cannot be affected by the same marcher's beatings for 24 hours. [b]Flame of Victory's Past (Su):[/b] Within the hands of the Huaka'i po are torches with miniature scenes of battles etched into the wood. Their glow casting an eerie radiance around. A marcher that hits a living target with its flame deals 1d6 points of cold damage plus 1d4 negative energy. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls and deals fire instead of cold. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. [b]Horrific Appearance (Su):[/b] Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours. [b]Rejuvenation (Su): [/b] The “destroyed” spirit of a Huaka'i Po will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A marcher that would otherwise be destroyed returns to its old battlefield with a successful level check (1d20 + marcher's HD) against DC 16. [b]Telekinesis (Su)[/b]: A marcher can use telekinesis as a standard action (caster level 12th). When a marcher uses this power, it must wait 1d4 rounds before using it again. [b]Turn Resistance (Ex):[/b] A Huaka'i Po has +8 turn resistance. [b]Skills:[/b] Marchers of the Night gain a +5 bonus to Perform checks. [/QUOTE]
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