Abductor

Abductors are creations of Zeic and are used to steal away the unwitting subjects of his experiements.

Abductor (Ranger)
CR 10

XP 9,600

Abductor hunter 1 (Pathfinder RPG Advanced Class Guide 26)

NE Medium aberration

Init +3; Senses darkvision 60 ft.; Perception +15

Defense

AC 21, touch 15, flat-footed 18 (+5 armor, +2 deflection, +3 Dex, +1 natural)

hp 110 (11d8+23)

Fort +10, Ref +11, Will +13

Resist acid 10, cold 10

Offense

Speed 30 ft.

Melee 2 slams +13 (1d6+6)

Spell-Like Abilities (CL 10th; concentration +7)


 * Constant—know direction

Hunter Spells Known (CL 1st; concentration +4)


 * 1st (2/day)—blend[ARG], cheetah's spirit, summon nature's ally I


 * 0 (at will)—detect poison, flare (DC 13), resistance, virtue

Statistics

Str 18, Dex 16, Con 14, Int 6, Wis 16, Cha 4

Base Atk +7; CMB +11; CMD 26

Feats Faerie's StrikeACG, Grasping StrikeACG, Nature MagicACG, Stealthy, Vital Strike, Winter's StrikeACG

Skills Escape Artist +4, Knowledge (nature) +6, Perception +15, Stealth +19

SQ animal companion, animal focus (1 minutes/day), nature training, wild empathy -2

Other Gear studded leather

Special Abilities

Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.

Darkvision (60 feet) You can see in the dark (black and white only).

Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.

Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.

Faerie's Strike (4/day, DC 18) When you use Vital Strike, target must make Will save or be lit up by faerie fire for 1 min.

Grasping Strike (4/day, DC 18) When using VItal Strike, cause opp to be entangled for 1 min (Ref negates).

Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.

Nature Magic (Light, 1/day) (Sp) You are able to use simple spells by drawing on nature's raw majesty.

Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.

Vital Strike Standard action: x2 weapon damage dice.

Wild Empathy -2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Winter's Strike (4/day, DC 18) When using Vital Strike opp must make Fort save or become fatigued for 3 rds.

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Abductor (Rogue)
'''CR 10 '''

XP 9,600

Abductor rogue (unchained) 1 (Pathfinder Unchained 20)

NE Medium aberration

Init +4; Senses darkvision 60 ft.; Perception +14

Defense

AC 22, touch 16, flat-footed 18 (+5 armor, +2 deflection, +4 Dex, +1 natural)

hp 122 (11d8+34)

Fort +8, Ref +12, Will +10

Offense

Speed 30 ft.

Melee spear +16/+11 (1d8+12/×3)

Special Attacks sneak attack (unchained) +1d6

Statistics

Str 24, Dex 18, Con 14, Int 10, Wis 10, Cha 4

Base Atk +7; CMB +14; CMD 30

Feats Power Attack, Pushing AssaultAPG, Shadow StrikeAPG, Toughness, Uncivilized Tactics, Weapon Finesse, Weapon Trick (two-handed Weapons)

Skills Acrobatics +17, Perception +14, Sense Motive +14, Sleight of Hand +10, Stealth +17

Languages Reptoid, Undercommon

SQ trapfinding +1

Other Gear studded leather, spear

Special Abilities

Darkvision (60 feet) You can see in the dark (black and white only).

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Pushing Assault If you are wielding a weapon in two hands, push the target 5' back instead of dealing power attack damage.

Shadow Strike You can deal precision damage against targets with some concealment.

Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Uncivilized Tactics As std act, perf CM check, success disables targets limb or natural attack for 1 rd (+1/5 over).

Weapon Trick (Two-Handed Weapons) You may perform weapon tricks with the chosen weapon type.

Abductor (Confessor)
'''CR 14 '''

XP 19,200

Abductor inquisitor of Xhamen-Dor 2/slayer 2 (Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Advanced Player's Guide 38)

NE Medium aberration

Init +12; Senses darkvision 60 ft.; Perception +22

Defense

AC 33, touch 14, flat-footed 31 (+8 armor, +2 deflection, +2 Dex, +8 natural, +3 shield)

hp 157 (14 HD; 12d8+2d10+44)

Fort +17, Ref +18, Will +20

Offense

Speed 30 ft. (20 ft. in armor)

Melee earth breaker +15/+10 (2d6+6/×3)

Ranged heavy crossbow +20 (1d10+2/19-20)

Special Attacks judgment 1/day, studied target +1 (1st, move action)

Domain Spell-Like Abilities (CL 2nd; concentration +7)


 * 8/day—copycat (2 rounds)

Inquisitor Spell-Like Abilities (CL 2nd; concentration +7)


 * At will—detect alignment

Inquisitor Spells Known (CL 2nd; concentration +7)


 * 1st (4/day)—litany of sloth[UC] (DC 16), vigilance, wrath[APG]


 * 0 (at will)—bleed (DC 15), daze (DC 15), detect magic, detect poison, stabilize


 * Domain Trickery

Statistics

Str 17, Dex 24, Con 16, Int 8, Wis 20, Cha 6

Base Atk +10; CMB +13; CMD 32

Feats Manyshot, Overwatch Style, Overwatch Tactician, Point-Blank Shot, Precise Shot, Rapid Shot, Snap ShotUC, Weapon Focus (heavy crossbow)

Skills Acrobatics +1 (-3 to jump), Escape Artist +18, Intimidate -1, Knowledge (religion) +10, Perception +22, Sense Motive +6, Stealth +18

Languages Undercommon

SQ monster lore +5, slayer talent (weapon training), stern gaze +1, track +1

Other Gear chainmail, buckler, earth breakerUE, heavy crossbow

Special Abilities

Copycat (8/day) (Sp) Create a single mirror image duplicate

Darkvision (60 feet) You can see in the dark (black and white only).

Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.

Inquisitor Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.

Judgment (1/day) (Su) Variable bonuses increase as the combat continues.

Manyshot You can shoot two arrows as the first attack of a full attack action.

Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.

Overwatch Style (Heavy crossbow) Ready 2 ranged attacks with separate trigger events with chosen weapon at -2 penalty.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Precise Shot You don't get -4 to hit when shooting or throwing into melee.

Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.

Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon

Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.

Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Track +1 Add the listed bonus to survival checks made to track.