Duskwalker
System: Pathfinder | SRD
Duskwalker
CR 1/2
XP 200
Init +3
;
Senses darkvision 60 ft.; Perception +6
Defense
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3,
Ref +5,
Will +2; +2 vs. negative energy and death effects
Offense
Speed 30 ft.
Melee dagger +2 (1d4+1/19–20)
Ranged composite longbow +4 (1d8+1/×3)
Special Attacks favored enemy (undead +2), ghost hunter
CMB +2
CMD 15
Statistics
Str 13,,
Dex 17,,
Con 12,,
Int 10,,
Wis 14,,
Cha 8
Base Atk +1
Feats Point-Blank Shot
Skills Acrobatics +4, Heal +8, Knowledge (nature) +4, Knowledge (religion) +3, Perception +6, Survival +6
Languages Celestial, Common
SQ track +1, wild empathy +0
Special Abilities
Ghost Hunter (Su) In a duskwalker’s hands, any weapon can strike true against spectral beings. A duskwalker’s nonmagical weapons deal half damage to incorporeal creatures, as if they were magic weapons, and her magic weapons can deal critical hits and precision damage, even if they do not have the ghost touch property. Once per day as a standard action, a duskwalker can focus her natural revulsion toward undead. If she does so, she treats all weapons she wields as if they had the ghost touch property for 1 minute.
Ward against Corruption (Ex) Duskwalkers gain a +2 racial bonus on saving throws against negative energy and death effects, as well as the spell-like and supernatural abilities of undead and sahkils. They are immune to all abilities that would transform their bodies or souls into undead.