Because the prison itself is sealed away, there is not much chance for him to gain experience; he himself is not the original guardian either; 20 years ago, the previous guardian killed Robert (then an explorer), and made him the new guardian; the previous guardian was later destroyed in unknown circumstances.
Robert commands several wraiths, and is sustained by the energies given off by the prison, thus having no need to hunt humans.
Robert Strong Human Wraith Factotum 5 CR 8
Init +10 Senses S/L +4/+4 Darkvision Languages: Common, Elven, Dwarven, Orc, Goblin, Draconic, Ignan
Defenses AC 21 (+6 dex, +5 def) Will +5 Ref +10 Fort +1
HP 11/31 (4d12)
Speed fly 60 ft
Melee:
Touch +11 (1d4+1d6 con drain)
Longsword +12 (1d8+1+1d6 con drain)
Base attack +3 grp -
Special actions:
Special abilities:
Abilities STR - DEX 23 CON - INT 22 WIS 18 CHA 20
Feats: Font of Inspiration (3)
Bonus Feats: Improved Initiative
Skills:
+18 Hide, +18 Move Silently
Equipment: +1 ghost touch Channeling longsword
Inspiration Points: 10
- (Cost 1) Cunning Insight: Gain int bonus as bonus on attack roll, damage roll, or saving throw
- (Cost 1) Cunning Knowledge: Once per day per skill may add factotum level to skill check
- (Cost 1) Arcane Dilettante: fox’s cunning, cat’s grace
- (Cost 1) Cunning Defense: Gain Int bonus as dodge bonus to AC against one foe for one round
- (Cost 1) Cunning Strike: May gain 1d6 sneak attack damage
- (Cost 1) Opportunistic Piety (7/day): 11 points of healing to undead, harm to living
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