Shemayet - Akh    CR 12
XP 19,200
Female human akh (variant ghost) cleric of Hathor 9/bard*/Hierophant 4
NG Medium undead (augmented humanoid, human, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +25

Defense

AC 27, touch 16, flat-footed 27 (+8 armor, +6 deflection, +3 shield)
hp 115 (9d8+79)
Fort +13, Ref +5, Will +15; +2 morale bonus vs. charm and fear
Defensive Abilities hard to kill, incorporeal; Immune undead traits

Offense

Speed fly 30 ft. (perfect)
Melee rising edge +17/+17 (1d6+17/19-20 plus 2d6 vs. evil)
Special Attacks bardic performance 26 rounds/day (inspire competence +3, inspire courage +2), channel positive energy 9/day (DC 20, 5d6), holy lance (4 rounds, 1/day), inspired spellMA, ka song, mythic power (11/day, surge +1d8), songburst, telekinesis (DC 20)
Domain Spell-Like Abilities (CL 9th; concentration +17)
   At will—dimensional hop (90 feet/day)
   11/day—touch of good (+4)
Cleric Spells Prepared (CL 9th; concentration +17)
   5th—dispel evilD, flame strike (2, DC 23)
   4th—blessing of fervorAPG (DC 22), forceful strike (DC 22), holy smiteD (DC 22), steal powerMA (DC 22), wrathful weapon
   3rd—dispel magic (2), flyD, magic circle against evil (2), communal resist energyUC
   2nd—align weapon (good only)D, communal protection from evilUC, share languageAPG (DC 20), spear of purityUM (2, DC 20), communal water walkUC (2)
   1st—liberating commandUC (6), protection from evilD
   0 (at will)—create water, detect magic, mending, read magic
   D Domain spell; Domains Good, Travel (TradeAPG subdomain)

Statistics

Str —, Dex 11, Con —, Int 14, Wis 26, Cha 22
Base Atk +6; CMB +8; CMD 22
Feats Channel Smite, Dual PathM, Fast LearnerARG, Guided HandM, Power AttackM
Skills Diplomacy +15, Fly +3, Heal +13, Knowledge (arcana) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +18, Linguistics +8, Perception +25, Perform (sing) +18, Sense Motive +18, Spellcraft +13, Stealth +3, Swim -4; Racial Modifiers +8 Perception, +8 Stealth, silver-tongued haggler
Languages Ancient Osiriani, Auran, Celestial, Draconic, Ignan, Shory
SQ adroit, amazing initiative, bardic knowledge +4, extra mythic featMA, ghost trappings, legendary itemMA, legendary itemMA, legendary power, legendary surge, mythic bond, precisionMA, recuperation, sudden attackMA, trapping selection, trapping selection, trapping selection, trapping selection, trapping selection, trapping selection, unyielding
Other Gear +2 bronze lamellar (steel) armorUC, +1 heavy wooden shield, rising edge, cloak of quick reflexes +1/+2MA, headband of inspired wisdom +2, ring of protection +1, 83 gp

Special Abilities

Adroit (Perform [sing]) Choose a single skill that can be augmented by the item's legendary surge. As a swift action, the item's bonded creature can expend one use of legendary power to gain a +20 insight bonus on the next check she attempts with that skill before the end o
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (standard action, 26 rounds/day) Your performances can create magical effects.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Positive Energy 5d6 (9/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Trade)
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (18 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Fly (30 feet, Perfect) You can fly!
Ghost Trappings (Su) The ghost can use and benefit from spectral items it carries.
Guided Hand [Mythic] Apply Wisdom bonus instead of Strength or Dexterity bonus on favored weapon damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Holy Lance (4 rounds, 1/day) (Su) Touched weapon temporarily becomes holy.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Ka Song (Su) Inspire courage applies penalties to opponents.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Skill Checks - Charisma) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully. A myth
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Silver-Tongued Haggler (+4, 11/day) (Su) +4 Bluff, Diplomacy, or Sense Motive
Songburst (Su) Expend 1 legendary power, make Sing check, add 1/2 result to weapon damage.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +4 bonus and bypass all DR.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Telekinesis (DC 20) (Su) Use Telekinesis every 1d4 rounds.
Touch of Good +4 (11/day) (Sp) Grant +4 to skill checks, ability checks and saving throws for 1 rd.
Trapping Selection (- Custom / magic armor -) Choose an item to count as ghost touch for equipping.
Trapping Selection (- Custom / magic armor -) Choose an item to count as ghost touch for equipping.
Trapping Selection (- custom / magic weapon -) Choose an item to count as ghost touch for equipping.
Trapping Selection (Cloak of quick reflexes +1/+2) Choose an item to count as ghost touch for equipping.
Trapping Selection (Headband of inspired wisdom +2) Choose an item to count as ghost touch for equipping.
Trapping Selection (Ring of protection +1) Choose an item to count as ghost touch for equipping.
Undead Traits Undead have many immunities.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.

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