Spector
Spectors are mortals who hold the souls of extinct animals and beast. Magic casted by spectors look ghostly and other wordly. They are best known for summoning spirits of animals and beast to help them durring combat or such.
Physical description
Spectors are humanoids with animal freatures, such as animal ears, horns, tails, claws, or in rare cases wings. There are many diffrent types of Spectors, each one taking traits of a more speffic group of animals or beast.
Common Social Structure
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Relations With other Humanoids
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Common Temperament
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Reasons to Adventure
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Common Names
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Pathfinder Traits and Abilities
Standard Racial Traits:
RP 12
Ability Score Modifiers: +2 con, +2 wis, -2 Int
Size:Medium races have no bonuses or penalties due to their size.
Base Speed:30 feet
Bond to the Land: Spectors gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
Tail Attack: Most Spectors have trails, those who do gain a trail attack that deal 1d8 bludgeoning
Tail Trip: When Spectors hit with their tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.
Claws: Spectors gain two claw attacks that deal 1d4 bludgeoning and slashing damnge.
Darkvision 60 Feet: Spectors have 60 feet of darkvision.
Alt Racial Traits:
Nature Mana Sorcery: Replaces Bound to the land, Sorcerer Spectors with the Verdant, or Shapechanger bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are Spectors with the Plant or Animal domain use their domain powers and spells at +1 caster level. This trait does not give Spectors early access to level-based powers; it only affects powers that they could already use without this trait.