Human Variant Skeletal Champion Samurai 2 CR 3
AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 natural)
hp 30 (4 HD; 2d8+2d10+10)
Fort +5, Ref +2, Will +5
Defensive Abilities channel resistance +4, self reliant; DR 5/bludgeoning; Immune cold, undead traits
Speed 20 ft.
Melee whispering shrike +8 (1d6+5/18–20), claw +2 (1d4+2)
Special Attacks challenge (+2 damage, 1/day), command skeletons
During Combat When he attacks, he issues a challenge to one of his foes (preferably another samurai or cavalier) as a swift action, allowing his melee attacks to deal +2 points of damage to that foe for as long as the foe lives. While challenging a foe, he takes a –2 penalty to his armor class against opponents other than his challenged target. Faced with multiple enemies, he commands his skeletons to attack opponents other than his target.
Morale He fights until destroyed.
Str 19, Dex 14, Con —, Int 8, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 19
Feats Cleave, Improved Initiative, Iron Will, Power Attack
Skills Diplomacy +9, Intimidate +9, Perception +7, Sense Motive +5
Languages Common, +1 additional
SQ mount (currently none), order (ronin), resolve 1/day
Gear broken masterwork chainmail, whispering shrike (+1 wakizashi), bronze key on necklace
He has a unique bond to skeletons. He can command their actions as a free action via telepathy as long as they’re within line of sight. If he is destroyed, the commanded skeletons immediately collapse to the ground as well, for it is the samurai’s will that keeps them animated.
His order is ronin. Whenever he is the target of a challenge by another samurai or cavalier and he issues a challenge against that character in return, he receives a +1 bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to AC against attacks made by the target of his challenge.
Once per day, whenever he is required to make a Fortitude or Will save, he can take an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.
Whenever he fails a Will save against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save.
Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, LLC; Author: James Jacobs.