Grim Stalker
Necromancy
Events during a haunted spell’s duration may cause its haunt-like manifestation to reoccur during that round, causing a surprise round if combat has not yet begun. These manifestations grant victims and their allies additional chances to notice and neutralize the haunted spell before it takes effect. These additional manifestations do not allow new saving throws to negate the spell.
Since haunted spells derive their power from ambient emotional energy, a given area or object can host only one haunted spell at a time. Most haunted spells have shapeable areas of effect, which can be molded to fit the areas where they are cast, and their effects target all creatures in the area when the haunted spell manifests. Once a haunted spell is cast on an area or object, it remains in place for 1 week or until it is activated, triggering its haunt-like manifestation. Once an area or object hosts a haunted spell, it cannot host another haunted spell for at least 7 days after the first one activates. A single area or object cannot host a haunted spell and a regular haunt at the same time. As long as a haunted spell remains latent in an area, its caster can’t prepare a new spell in that slot or regain that spell slot. When the haunted spell triggers, the caster can sense it but gains no insight or information about what triggered the haunt beyond what he can directly observe. A caster can dismiss a haunted spell as a swift action in order to prepare a new spell in that slot or to regain a spell slot; doing so causes the haunted spell to dissipate.
Haunted spells don’t have histories like regular haunts do, so effects that reveal such information merely expose that the haunted spell is a magical effect. Efforts to communicate with haunted spells using talking boards, the spells call spirit and speak with haunt, or similar methods automatically fail.
PFS Legal
Available to
- Casting Time
- 1 minuteMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, M/DF (a hound's fang)V (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- touchHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one object touchedHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 day/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Will negates (object); see textIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yes (object)Whether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
Once a creature is affected by the haunt, it begins noticing a large, black mastiff with ominous green eyes watching and following it from a distance, always just beyond the range of focus or interaction. The grim stalker terrorizes the creature’s sleep, affecting it as per nightmare every night during the spell’s duration (Will negates for one night). Each time the creature takes hit point damage, the grim stalker lunges closer, causing the creature to become shaken for 1 round (Will negates). Each time the creature is reduced to less than one-tenth of its maximum hit points, the grim stalker lunges at the creature as an immediate action, affecting it as per phantasmal killer.
Each time the grim stalker lunges at the affected creature, the spell’s haunt-like manifestation occurs during that round. Alternatively, a haunted creature can attempt to force the grim stalker to manifest using a simple ritual that requires a successful Knowledge (arcana), Knowledge (religion), or Spellcraft check; occult reagents costing 450 gp (which are consumed as part of the ritual); and a full-round action. The DC for this check equals the spell’s save DC. Successfully performing the ritual causes the grim stalker to manifest as a Nessian warhound (Pathfinder RPG Bestiary 173) in an available square 20 feet away from the victim, save that its only subtype is extraplanar, its alignment is neutral, its bite and breath weapon deal negative energy damage instead of fire damage, and it has negative energy affinity instead of fire immunity and vulnerability to cold. The grim stalker immediately attacks the affected creature, persisting until either it or the creature is slain, at which point the spell effect (and the warhound) disappears.
Haunt Statistics
Notice Perception DC 30 (to see a black dog darting toward the target out of the corner of the eye)hp 4 hp/level; Trigger touch (object); Reset none