Ghibrani
CR: 3
XP: 800
Membrane ghibrani mystic
Init.: +2
Senses: low-light vision
Perception: +13
HP: 32
EAC: 13
KAC: 14
Fort: +2
Ref: +2
Will: +6
Speed: 30 ft., fly 20 ft. (Ex, average)
Melee: battle staff +5 (1d4+3 B; critical knockdown)
Ranged: static arc pistol +7 (1d6+3 E; critical arc 2)
Offensive Abilities: distracting buzz (DC 15)
Str: +0
Dex: +2
Con: +0
Wis: +4
Int: +0
Cha: +0
Skills: Culture +8, Diplomacy +13, Mysticism +13, Sense Motive +13
Languages: Ghibran
Gear: casual stationwear, battle staff, static arc pistol with 2 batteries (20 charges each)
Ghigorda
CR: 18
XP: 153,600
CE Colossal magical beast
Init.: +5
Senses: blindsense (thought) 120 ft., darkvision 120 ft., low-light vision
Perception: +31
HP: 380
EAC: 32
KAC: 34
Fort: +21
Ref: +21
Will: +16
Speed: 120 ft., swim 80 ft.
Melee: slam +32 (13d6+29 B) or feeding tongue +32 (5d8+29 P)
Ranged: None
Offensive Abilities: demolish structures, laser storm (60-ft. burst, 10d10+15 F, DC 23, usable every 1d6 rounds)
Str: +11
Dex: +6
Con: +8
Wis: +5
Int: +4
Cha: +5
Skills: Athletics +36 (+44 to swim), Intimidate +31, Survival +31
Languages: Ancient Daimalkan, Common
Ghoran Flora-Shaper
CR: 6
XP: 2,400
Oakling ghoran mystic
Init.: +1
Senses: —
Perception: +18
HP: 75
RP: 4
EAC: 17
KAC: 18
Fort: +5
Ref: +5
Will: +9
Speed: 30 ft.
Melee: tactical dueling sword +10 (1d6+6 S)
Ranged: corona laser pistol +12 (2d4+6 F)
Offensive Abilities: grasping vines (DC 18)
Str: +0
Dex: +1
Con: +3
Wis: +5
Int: -1
Cha: +2
Skills: Diplomacy +13, Intimidate +18, Life Science +18, Mysticism +18, Sense Motive +13, Survival +18
Languages: Common, Aquan, Ghoran, Skittermander, Terran
Gear: corona laser pistol with 3 batteries (20 charges), ghoran synthbark II (as kasatha microcord II), tactical dueling sword
Ghoran World-Tamer
CR: 1
XP: 400
Sapling ghoran operative
Init.: +5
Senses: —
Perception: +5
HP: 17
EAC: 11
KAC: 12
Fort: +1
Ref: +4
Will: +4
Speed: 30 ft.
Melee: survival knife +6 (1d4 S)
Ranged: tactical semi-auto pistol +6 (1d6 P)
Offensive Abilities: trick attack +1d4
Str: +0
Dex: +4
Con: +2
Wis: +0
Int: -1
Cha: +1
Skills: Culture +11, Diplomacy +5, Life Science +11, Medicine +11, Sense Motive +11, Survival +11 (+15 with trick attack)
Languages: Common, Ghoran, Vesk
Gear: second skin, survival knife, tactical semi-auto pistol with 45 small arm rounds
Ghost
CR: 7
XP: 3200
CE Medium undead (incorporeal)
Init.: +2
Senses: darkvision 60 ft.
Perception: +19
HP: 90
RP: 3
EAC: 18
KAC: 19
Fort: +7
Ref: +7
Will: +11
Speed: 30 ft., fly 60 ft. (Su, average)
Melee: corrupting touch +11 (7d6, DC 17)
Ranged: None
Offensive Abilities: backlash, corrupting gaze (DC 17), corrupting touch (DC 17), distraction (DC 17), frightful moan (DC 17), share pain, sow doubt
Str: +0
Dex: +2
Con: —
Wis: +5
Int: +1
Cha: +4
Skills: Acrobatics +14, Disguise +19, Intimidate +14, Mysticism +19, Sense Motive +19, Stealth +19
Languages: Common, 1 other language known in life
Ghost in the Machine
[Level: 19]
When using your override class feature to affect an android, drone, robot, or creature with the technological subtype, a target that fails its saving throw by any amount is not dazed, and you can instead dictate its actions for the next round. These actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours unless you spend 1 Resolve Point. You can continue to spend Resolve Points in this manner each round to make the creature susceptible to override again.
Ghost Intrusion
[Level: 8]
Whenever you use the Computers skill to access a system and you fail to overcome its defenses by 4 or less, you do not trigger any countermeasures and there is no log of your attempt. If you fail by 5 or more, any countermeasures take effect against you as normal.
Ghost Killer
[Level: 5]
Attacks from a weapon with this fusion deal full damage to incorporeal creatures. They also pass into the Ethereal Plane, allowing such attacks to affect ethereal creatures normally. Weapons with the ghost killer fusion can also score critical hits against incorporeal creatures. In addition, an incorporeal creature (though not an ethereal one) can pick up, move, or wield a ghost killer weapon.
Ghost Sound
Level:
Mystic 0
,
Technomancer 0
School: illusion
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Saving Throw: Will disbelief
Effect: illusory sounds
Spell Resistance: no
Ghoul
CR: 1
XP: 400
CE Medium undead
Init.: +4
Senses: darkvision 60 ft.
Perception: +10
HP: 18
EAC: 12
KAC: 12
Fort: +3
Ref: +3
Will: +3
Speed: 30 ft.
Melee: bite +5 (1d6+3 P plus ghoul fever and paralysis) or claw +5 (1d6+3 S plus paralysis)
Ranged: azimuth laser pistol +8 (1d4+1 F; critical burn 1d4)
Offensive Abilities: None
Str: +2
Dex: +4
Con: —
Wis: +0
Int: +1
Cha: +1
Skills: Acrobatics +5, Athletics +5, Stealth +10
Languages: Common, Eoxian
Gear: azimuth laser pistol with 1 battery (20 charges)