{"name":"Spirit Warden","level":"8","rarity":"Uncommon","alignment":"White, Black","size":"Medium","traits":" Humanoid","type":"Mercenary","imageid":"3992969","about":"Spirit Wardens command clutches of ghost hunters in particularly insidious hauntings. They are seasoned spiritual exorcists that ply their skills with wisdom and mercy.\r\n\r\nRecall Knowledge - Humanoid (Society): DC 23\r\nUnspecific Lore: DC 21\r\nSpecific Lore: DC 18","perception":" [roll:1d20+19 |+19]  ","languages":"Common","skills":"Athletics [roll:1d20+15| +15], Deception [roll:1d20+15| +15], Diplomacy [roll:1d20+14| +14], Intimidation [roll:1d20+13| +13], Spirit Lore [roll:1d20+16| +16], Stealth [roll:1d20+17| +17], Survival [roll:1d20+16| +16]","str_mod":"4","dex_mod":"5","con_mod":"2","int_mod":"1","wis_mod":"5","cha_mod":"2","items":"crossbow (10 bolts), Dawnlight, +1 Striking falchion,  studded leather armor\r\n[h4]Dawnlight[\/h4]\r\n[b]Activate[\/b] Cast a Spell;[b] Frequency[\/b] once per day for each spell; [b]Effect [\/b]The dawnlight casts 1st-level disrupt undead or light. The dawnlight's spell attack roll and counteract modifier are +7, and any spell with the light trait is treated as though its counteract level were 1 higher for counteracting darkness.\r\n","ac":"27","st_fort":"+14","st_ref":"+17","st_will":"+18","st_notes":"","hp":"135","immunities":"","weaknesses":"","resistances":"","speed":" 25 feet","melee":"[pf:1a] Falchion [roll:1d20+19 |+19] [roll:1d20+14 |+14]\/[roll:1d20+9 |+9 ](forceful, sweep), Damage [roll:2d10+7 |Slashing]; ","ranged":" [pf:1a] Crossbow [roll:1d20+20 |+20] [roll:1d20+15 |+15]\/[roll:1d20+10 |+10 ](range increment 120 feet, reload 1), Damage [roll:2d8+7  |Piercing]; \r\n\r\n","abilities":"[b]Clever Improviser [\/b]Untrained Improvisation - You\u2019ve learned how to handle situations when you\u2019re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. You can also use a skill's trained actions.[br]\r\n[pf:2a] [b]Ghost Strike[\/b] Once per day, you can infuse a weapon you are carrying with magical energies that allow it to strike true against incorporeal undead. The weapon gains the effects of the ghost touch property rune for 10 minutes.[br]\r\n[pf:1a][b]Hunt Prey[\/b]  (concentrate) The Spirit Hunter designates a single creature they can see and hear, or one they're Tracking, as their prey. The spirit hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. This effect lasts until the spirit hunter uses Hunt Prey again.[br]\r\n[b]Peer Beyond[\/b] You have uncanny insight into the way ghosts and haunts manifest, manipulate the mind, and rejuvenate. You gain a +2 circumstance bonus to saving throws against mental effects caused by incorporeal undead and haunts, and you can roll a Spirit Lore or Haunt Lore check for initiative if you know that an incorporeal undead or a haunt is present.[br]\r\n[b]Precision Edge[\/b] The first time the Spirit hunter hits their hunted prey in a round, they deal an additional  [roll:1d8| Precision damage].[br]\r\n[pf:1a] [b]Running Reload[\/b]  The spirit hunter Stride, Steps, or Sneaks, and then Interacts to reload.","spells":"[b]Spirit Spells DC 24[\/b], attack [roll:1d20+14 |+14]; [b]Cantrips (2nd)[\/b] Daze, Guidance [b]1st [\/b] Read Object [b]2nd[\/b] Blistering Invective [b]3rd[\/b] Enthrall","rituals":"","description":"","jsondata":"","tags":"White, Black, Medium, Humanoid, Mercenary","templateId":"5003","blockId":"1143863","world":"f10ab956-7990-4a3e-8e28-6ffb37472cda","folder":"","isShared":"on"}