This creature isn't Norse, really, but I made him for my Norse game, so here he is. It's a shape-changing Niflheim hound (Vorr's are Abyssal hounds, so why not?
I'd never really paid much attention to the Canomorphs (FF) before, but this thing is ready made for heading into Telflammar Shadowlord. So, he escaped through the Niflhenge, and has aligned with the Unseelie Court enough to have been taught the ways of the TSL's.
Two versions, both the same 36 point buy.
(NB - It appears there was some accidental cross-pollination as I updated him with duskblade and swashbucker for heading into Hellbreaker. It appears the first one is Vultivor Outsider 3/Fighter 4/Ranger 1/Telflammar Shadowlord 6//Scout 14, despite what the build chart says. The second one is a Vultivor Outsider 3/Fighter 2/Duskblade 1/Swashbuckler 1/Ranger 1/Telflammar Shadowlord 6/Hellbreaker 1//Scout 15, despite what the header at the top of the stat block says.)
36 point buy Gestalt Vultivor
+6 Str, +6 Dex, +4 Con, -4 Int, +4 Cha
Str 15 (8) -> 21
Dex 16 (10) -> 22 -> 24
Con 14 (6) -> 18
Int 16 (10) -> 12 -> 13
Wis 10 (2) -> 10
Cha 8 (0) -> 12
1. LA 1//LA 2
2. LA 3//LA 4
3. Outsider 1//Scout 1 - Blind-Fight
4. Outsider 2//Scout 2
5. Outsider 3//Scout 3 - Dodge
6. Fighter 1//Scout 4 - Mobility, Spring Attack
7. Swashbuckler 1//Scout 5 - Weapon Finesse
8. Duskblade 1//Scout 6 - Combat Reflexes
9. Ranger 1//Scout 7 - Track
10. Telf SL 1//Scout 8 - Improved Skirmish
11. Telf SL 2//Scout 9 - ? (Improved Crit)
12. Telf SL 3//Scout 10
13. Telf SL 4//Scout 11
14. Telf SL 5//Scout 12 - ?, ? (Telling Blow)(Improved Initiative)
15. Telf SL 6//Scout 13
16. Fighter 2//Scout 14 - Robilar's Gambit
10d8 + 4d10 HD
Skill points: 9*17 = 153 skill points
Hide, Listen, Move Silently, Search, Spot, Survival, Balance, Jump, Tumble
Max those to level 7 (10 ranks each)
Then TSL dumps 9 ranks into UMD at level one
then 3 ranks at level 2, plus two each into Hide, Move Silently, and Tumble
then Hide, Listen, Move Silently, Spot, Tumble, UMD, Survival, Search, Sense Motive at levels 3, 4, 5, and 6
Then Hide, Listen, Move Silently, Search, Sense Motive, Spot, Survival, Tumble, Speak Language
Balance [10], Hide [17], Jump [10], Listen [15], Move Silently [17], Search [15], Sense Motive [5], Speak Language [1], Spot [15], Survival [15], Tumble [17], Use Magic Device [16]
Vultivor Outsider 3/Fighter 4/Ranger 1/Telflammar Shadowlord 6//Scout 14
Humanoid Form
Medium-Size Outsider (Chaotic, Evil, Extraplanar, Shapechanger)
Hit Dice: 10d8 plus 4d10+56 (123 hp)
Initiative: +13
Speed: 50 ft.
AC: 21 (+7 Dex, +3 natural, +1 padded), touch 17, flat-footed 21
BAB/Grap: +12/+17
Attack: +2 keen rapier +21 melee (1d6+7 [12–20/x2])
Full Attack: +2 keen rapier +21/+16/+11 melee (1d6+7 [12–20/x2])
Face/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, Trip, Skirmish +4d6/+3 AC [+6d6/+5 AC],
Favored Enemy (Humans) +2, Shadow Pounce, Death Attack
Special Qualities: Alternate form, command vorrs, outsider traits, scent, shadow form,
shadow jump, uncanny dodge, trapfinding, battle fortitude +2,
fast movement +20 feet, trackless step, evasion, flawless stride,
camouflage, blindsense 30 ft., hide in plain sight, 60 ft. darkvision
Saves: Fort +20, Ref +17*, Will +7 *evasion
Abilities: Str 21, Dex 24, Con 18, Int 13, Wis 10, Cha 12
Skills: Balance +19 [10], Hide +24 (+39 shadow form) [17], Jump +23 [10],
Listen +15 [15], Move Silently +24 [17], Search +16 [15],
Sense Motive +5 (+17 vs Feint) [5], Speak Language (Lapp) [1],
Spot +15 [15], Survival +15 [15], Tumble +26 [17],
Use Magic Device +17 [16]; Track +17 (+23 tracking by scent)
Feats: Blind-Fight, Weapon Finesse, Dodge, Mobility, Spring Attack,
Combat Reflexes (8), Track, Improved Skirmish, Improved Critical (Rapier),
Improved Initiative, Telling Blow, Robilar's Gambit
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: [GCR 16]
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4
Vorr Form
Medium-Size Outsider (Chaotic, Evil, Extraplanar, Shapechanger)
Hit Dice: 10d8 plus 4d10+56 (123 hp)
Initiative: +13
Speed: 60 ft.
AC: 20 (+7 Dex, +3 natural) touch 17, flat-footed 20
BAB/Grapple: +12/+17
Attack: Bite +19 melee (2d4+5)
Full Attack: Bite +19 melee (2d4+5) and 2 claws +12 melee (1d3+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, Skirmish +4d6/+3 AC [+6d6/+5 AC],
Favored Enemy (Humans) +2, Shadow Pounce, Death Attack
Special Qualities: Alternate form, command vorrs, outsider traits, scent, shadow form,
shadow jump, uncanny dodge, trapfinding, battle fortitude +2,
fast movement +20 feet, trackless step, evasion, flawless stride,
camouflage, blindsense 30 ft., hide in plain sight, 60 ft. darkvision
Saves: Fort +20, Ref +17*, Will +7 *evasion
Abilities: Str 21, Dex 24, Con 18, Int 13, Wis 10, Cha 12
Skills: Balance +19 [10], Hide +24 (+39 shadow form) [17], Jump +27 [10],
Listen +15 [15], Move Silently +24 [17], Search +16 [15],
Sense Motive +5 (+17 vs Feint) [5], Speak Language (Lapp) [1],
Spot +15 [15], Survival +15 [15], Tumble +26 [17],
Use Magic Device +17 [16]; Track +17 (+23 tracking by scent)
Feats: Blind-Fight, Weapon Finesse, Dodge, Mobility, Spring Attack,
Combat Reflexes (8), Track, Improved Skirmish, Improved Critical (Rapier),
Improved Initiative, Telling Blow, Robilar's Gambit
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: [GCR 16]
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4
Like other canomorphs, a vultivor can appear as any humanoid. Grayish skin, black and hungry eyes, and a long, lupine face often mark its humanoid guises. It tends to be cruel and subtle, taking great pleasure in the misfortunes of others.
A vultivor speaks Common and Abyssal.
Combat
The vultivor described here is based on an exceptional 14th-level vorr gestalt scout. Vultivors are stealthy and patient murderers, stalking their victims until they see an opportunity to make a sneak attack. A vultivor often shifts to its vorr form
to speed its escape from the scene of a crime.
Sneak Attack (Ex): Anytime a vultivor’s target is denied a Dexterity bonus, or when a target is flanked by a vultivor, the vultivor deals an additional 2d6 points of damage on a successful melee attack.
Trip (Ex): A vultivor that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the vultivor. The vultivor can only attempt to trip in this manner while in its vorr form.
Shadow Form (Su): Once per day, a vultivor can assume the form of a living shadow for up to 10 minutes. While in shadow form, the vultivor can move at normal speed on any surface, including walls and ceilings, and even across liquids. The vultivor gains a +15 circumstance bonus on Hide checks. Effects that detect thoughts, life, or presences (including true seeing) can detect it.
While in shadow form, a vultivor gains damage reduction 50/+5 and is immune to blindness, critical hits, damage to ability scores from nonmagical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.
Shadow Jump (Su): As a standard action, a vultivor can travel between shadows as if by a dimension doorspell. The starting and ending points of the jump must be in shadow, and these points must be at least 10 feet apart. A vultivor can make several shadow jumps in one day, as long as the total distance traveled in this fashion per day does not exceed 280 feet. (Includes 160 feet from vultivor + 120 feet from Telflammar Shadowlord.)
Change Shape (Su): A canomorph can assume the form of any Small, Medium or Large humanoid. It retains the extraordinary attacks of its original form regardless of its new form. Changing shape to or from its original form requires a move action.
Command Fiendish Hound (Sp): All canomorphs can use greater command at will against fiendish hounds of their associated kind (hell hounds for haraknins, shadow mastiffs for shadurakuls, and vorrs for vultivors). These creatures will never voluntarily attack a canomorph of the associated kind.
Outsider Traits: Canomorphs have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).
Scent (Ex): A canomorph can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Uncanny Dodge (Ex): This vultivor retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker.
Skills: *Vultivors have a +8 racial bonus on Survival checks when tracking by scent.
Shadow Jump (Su): A Telflammar shadowlord can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. The shadowlord can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment. If the Telflammar shadowlord already has shadow jump from another class (because he did not meet the spellcasting prerequisite, for example), this ability confers no additional benefit.
Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, the shadowlord gains a superior form of darkvision with a 60-foot range. He can see through any form of normal or magical darkness without hindrance.
Shadow Blur (Su): At 2nd level, a Telflammar shadowlord gains an unusual defense—anytime he is not in daylight or the illuminated radius of a light source, the shadows cloak his every movement, conferring the benefits of a blur spell. The shadowlord can choose to activate or end this effect as a free action.
Shadow Walk (Sp): Once per day starting at 3rd level, a Telflammar shadowlord may use shadow walk as a caster whose level is equal to his shadowlord class level. If he previously possessed the ability to use shadow walk as a spell-like ability, he gains a second daily use of that power.
Shadow Pounce (Ex): At 4th level, a Telflammar shadowlord learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowlord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.
Shadow Discorporation (Su): At 5th level, a Telflammar shadowlord learns how to use his mastery of shadows to cheat death. If the shadowlord is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. The shadowlord attempts a Reflex save (DC 5 + damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the shadowlord reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, the shadowlord simply does not exist—he can do nothing, nor can any of his enemies do anything to him.
Death Attack (Ex): At 6th level, a Telflammar shadowlord gains the ability to make a death attack as the assassin ability. If the shadowlord has levels in the assassin prestige class, he may add his assassin and Telflammar shadowlord class levels together to calculate the save DC of his death attack.
Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier; Fort DC 17) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings.
A scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Bonus Feats: Dodge, Mobility, Spring Attack, Improved Skirmish, Improved Initiative.
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet.
Spells: Casts spells similarly to a Wizard, with a spellbook.
Spells per day: (-/3/2/1); CL 6th; DC's 11+spell level
1 - Darkness, Invisibility, Invisibility
2 - Air Walk, Displacement
3 - Dimension Door
Spellbook:
1 - Blindness/Deafness, Chill Touch, Darkness, Darkvision, Invisibility, Knock, Levitate, Shadow Mask, Shadow Spray
2 - Air Walk, Haste, Improved Invisibility, Vampiric Touch
3 - Dimension Door, Mislead
TELFLAMMAR SHADOWLORD SPELL LIST
Telflammar shadowlords choose their spells from the following list.
1st level—blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask (FRCS), shadow spray (FRCS).
2nd level—air walk, blacklight (FRCS), displacement, haste, improved invisibility, nondetection, vampiric touch. [True Darkness]
3rd level—confusion, darkbolt (FRCS), detect scrying, dimension door, mass invisibility, mislead.
Treasure: I legitimately rolled 100% for the items category, which means 1 major magic item... (97 - wondrous item; 31 - major cloak of displacement --- think about making it a Cloak of Etherealness instead...)
5,000 gp
13 gems (140 gp amber, 500 gp aquamarine, 50 gp bloodstone,
1. LA 1//LA 2
2. LA 3//LA 4
3. Outsider 1//Scout 1 - Blind-Fight
4. Outsider 2//Scout 2
5. Outsider 3//Scout 3 - Dodge
6. Fighter 1//Scout 4 - Mobility, Spring Attack
7. Swashbuckler 1//Scout 5 - Weapon Finesse
8. Duskblade 1//Scout 6 - Combat Reflexes
9. Ranger 1//Scout 7 - Track
10. Telf SL 1//Scout 8 - Improved Skirmish
11. Telf SL 2//Scout 9 - Improved Feint
12. Telf SL 3//Scout 10
13. Telf SL 4//Scout 11
14. Telf SL 5//Scout 12 - Undo Resistance, Combat Expertise
15. Telf SL 6//Scout 13
16. Fighter 2//Scout 14 - Robilar's Gambit
17. Hellbreaker 1//Scout 15
11d8 + 4d10 HD
Skill points: 9*17 = 153 skill points
1. Hide 4, Listen 4, Move Silently 4, Search 4, Spot 4, Survival 4, Balance 4, Jump 4, Tumble 4
2. Hide 5, Listen 5, Move Silently 5, Search 5, Spot 5, Survival 5, Balance 5, Jump 5, Tumble 5
3. Hide 6, Listen 6, Move Silently 6, Search 6, Spot 6, Survival 6, Balance 6, Jump 6, Tumble 6
4. Hide 7, Listen 7, Move Silently 7, Search 7, Spot 7, Survival 7, Balance 7, Jump 7, Tumble 7
5. Hide 8, Listen 8, Move Silently 8, Search 8, Spot 8, Survival 8, Balance 8, Jump 8, Tumble 8
6. Hide 9, Kn (Planes) 4, Move Silently 9, Sense Motive 2, Tumble 9
7. Hide 10, Move Silently 10, Sense Motive 8, Tumble 10
8. Bluff 3, Hide 11, Move Silently 11, UMD 4
9. Bluff 6, Hide 12, Move Silently 12, UMD 8
10. Bluff 8, Hide 13, Move Silently 13, UMD 13
11. Hide 14, Listen 9, Move Silently 14, Spot 9, Tumble 14, UMD 14
12. Hide 15, Listen 11, Move Silently 15, Spot 11, Tumble 15, UMD 15, Speak Language (Infernal) 1
13. Hide 16, Listen 13, Move Silently 16, Spot 13, Tumble 16, UMD 16, Survival 9
14. Hide 17, Listen 15, Move Silently 17, Spot 15, Tumble 17, Survival 11
15. Hide 18, Listen 17, Move Silently 18, Spot 17, Tumble 18, Survival 13
Balance [8], Bluff [8], Hide [18], Jump [8], Kn (Planes) [4], Listen [17], Move Silently [18], Search [8], Sense Motive [8], Speak Language [1], Spot [17], Survival [13], Tumble [18], Use Magic Device [16]
Vultivor Outsider 3/Fighter 4/Ranger 1/Telflammar Shadowlord 6//Scout 14
Humanoid Form
Medium-Size Outsider (Chaotic, Evil, Extraplanar, Shapechanger)
Hit Dice: 12d8 plus 3d10+60 (130 hp)
Initiative: +9
Speed: 50 ft.
AC: 21 (+7 Dex, +3 natural, +1 padded), touch 17, flat-footed 21
BAB/Grap: +12/+17
Attack: +2 keen cold iron rapier +21 melee (1d6+7 [15–20/x2])
Full Attack: +2 keen cold iron rapier +21/+16/+11 melee (1d6+7 [15–20/x2])
Face/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, Trip, Skirmish +4d6/+4 AC [+6d6/+6 AC],
Favored Enemy (Humans) +2, Shadow Pounce, Death Attack,
Spells, Arcane Attunement
Special Qualities: Alternate form, command vorrs, outsider traits, scent, shadow form,
shadow jump, uncanny dodge, trapfinding, battle fortitude +2,
fast movement +20 feet, trackless step, evasion, flawless stride,
camouflage, blindsense 30 ft., hide in plain sight, 60 ft. darkvision,
armored mage, mantle of darkness, telepathic static
Saves: Fort +20, Ref +19*, Will +9 *evasion
Abilities: Str 21, Dex 24, Con 18, Int 13, Wis 10, Cha 12
Skills: Balance +17 [8], Bluff +9 [8], Hide +25 (+40 shadow form) [18],
Jump +23 [8], Kn (Planes) +5 [4], Listen +17 [17],
Move Silently +25 [18], Search +9 [8], Sense Motive +8 [8],
Speak Language n/a [1], Spot +17 [17], Survival +13 [13],
Tumble +27 [18], Use Magic Device +17 [16];
Track +15 (+21 tracking by scent)
Feats: Blind-Fight, Weapon Finesse, Dodge, Mobility, Spring Attack,
Combat Reflexes (8), Track, Improved Skirmish, Improved Feint,
Undo Resistance, Combat Expertise, Robilar's Gambit
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: [GCR 17]
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4
Vorr Form
Medium-Size Outsider (Chaotic, Evil, Extraplanar, Shapechanger)
Hit Dice: 12d8 plus 3d10+60 (130 hp)
Initiative: +9
Speed: 60 ft.
AC: 20 (+7 Dex, +3 natural) touch 17, flat-footed 20
BAB/Grapple: +12/+17
Attack: Bite +19 melee (2d4+5)
Full Attack: Bite +19 melee (2d4+5) and 2 claws +12 melee (1d3+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6, Trip, Skirmish +4d6/+4 AC [+6d6/+6 AC],
Favored Enemy (Humans) +2, Shadow Pounce, Death Attack,
Spells, Arcane Attunement
Special Qualities: Alternate form, command vorrs, outsider traits, scent, shadow form,
shadow jump, uncanny dodge, trapfinding, battle fortitude +2,
fast movement +20 feet, trackless step, evasion, flawless stride,
camouflage, blindsense 30 ft., hide in plain sight, 60 ft. darkvision,
armored mage, mantle of darkness, telepathic static
Saves: Fort +20, Ref +19*, Will +9 *evasion
Abilities: Str 21, Dex 24, Con 18, Int 13, Wis 10, Cha 12
Skills: Balance +17 [8], Bluff +9 [8], Hide +25 (+40 shadow form) [18],
Jump +27 [8], Kn (Planes) +5 [4], Listen +17 [17],
Move Silently +25 [18], Search +9 [8], Sense Motive +8 [8],
Speak Language n/a [1], Spot +17 [17], Survival +13 [13],
Tumble +27 [18], Use Magic Device +17 [16];
Track +15 (+21 tracking by scent)
Feats: Blind-Fight, Weapon Finesse, Dodge, Mobility, Spring Attack,
Combat Reflexes (8), Track, Improved Skirmish, Improved Feint,
Undo Resistance, Combat Expertise, Robilar's Gambit
Climate/Terrain: Any land and underground (Abyss)
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: [GCR 17]
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4
Like other canomorphs, a vultivor can appear as any humanoid. Grayish skin, black and hungry eyes, and a long, lupine face often mark its humanoid guises. It tends to be cruel and subtle, taking great pleasure in the misfortunes of others.
A vultivor speaks Common and Abyssal.
Combat
The vultivor described here is based on an exceptional 14th-level vorr gestalt scout. Vultivors are stealthy and patient murderers, stalking their victims until they see an opportunity to make a sneak attack. A vultivor often shifts to its vorr form
to speed its escape from the scene of a crime.
Sneak Attack (Ex): Anytime a vultivor’s target is denied a Dexterity bonus, or when a target is flanked by a vultivor, the vultivor deals an additional 2d6 points of damage on a successful melee attack.
Trip (Ex): A vultivor that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the vultivor. The vultivor can only attempt to trip in this manner while in its vorr form.
Shadow Form (Su): Once per day, a vultivor can assume the form of a living shadow for up to 10 minutes. While in shadow form, the vultivor can move at normal speed on any surface, including walls and ceilings, and even across liquids. The vultivor gains a +15 circumstance bonus on Hide checks. Effects that detect thoughts, life, or presences (including true seeing) can detect it.
While in shadow form, a vultivor gains damage reduction 50/+5 and is immune to blindness, critical hits, damage to ability scores from nonmagical attacks, deafness, disease, drowning, poison, and stunning. It takes half damage from fire and acid.
Shadow Jump (Su): As a standard action, a vultivor can travel between shadows as if by a dimension doorspell. The starting and ending points of the jump must be in shadow, and these points must be at least 10 feet apart. A vultivor can make several shadow jumps in one day, as long as the total distance traveled in this fashion per day does not exceed 280 feet. (Includes 160 feet from vultivor + 120 feet from Telflammar Shadowlord.)
Change Shape (Su): A canomorph can assume the form of any Small, Medium or Large humanoid. It retains the extraordinary attacks of its original form regardless of its new form. Changing shape to or from its original form requires a move action.
Command Fiendish Hound (Sp): All canomorphs can use greater command at will against fiendish hounds of their associated kind (hell hounds for haraknins, shadow mastiffs for shadurakuls, and vorrs for vultivors). These creatures will never voluntarily attack a canomorph of the associated kind.
Outsider Traits: Canomorphs have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).
Scent (Ex): A canomorph can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Uncanny Dodge (Ex): This vultivor retains its Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker.
Skills: *Vultivors have a +8 racial bonus on Survival checks when tracking by scent.
Shadow Jump (Su): A Telflammar shadowlord can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. The shadowlord can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment. If the Telflammar shadowlord already has shadow jump from another class (because he did not meet the spellcasting prerequisite, for example), this ability confers no additional benefit.
Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, the shadowlord gains a superior form of darkvision with a 60-foot range. He can see through any form of normal or magical darkness without hindrance.
Shadow Blur (Su): At 2nd level, a Telflammar shadowlord gains an unusual defense—anytime he is not in daylight or the illuminated radius of a light source, the shadows cloak his every movement, conferring the benefits of a blur spell. The shadowlord can choose to activate or end this effect as a free action.
Shadow Walk (Sp): Once per day starting at 3rd level, a Telflammar shadowlord may use shadow walk as a caster whose level is equal to his shadowlord class level. If he previously possessed the ability to use shadow walk as a spell-like ability, he gains a second daily use of that power.
Shadow Pounce (Ex): At 4th level, a Telflammar shadowlord learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowlord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.
Shadow Discorporation (Su): At 5th level, a Telflammar shadowlord learns how to use his mastery of shadows to cheat death. If the shadowlord is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. The shadowlord attempts a Reflex save (DC 5 + damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the shadowlord reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, the shadowlord simply does not exist—he can do nothing, nor can any of his enemies do anything to him.
Death Attack (Ex): At 6th level, a Telflammar shadowlord gains the ability to make a death attack as the assassin ability. If the shadowlord has levels in the assassin prestige class, he may add his assassin and Telflammar shadowlord class levels together to calculate the save DC of his death attack.
Death Attack (Ex): If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier; Fort DC 17) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Trackless Step (Ex): Beginning at 3rd level, a scout cannot be tracked in natural surroundings.
A scout leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Bonus Feats: Weapon Finesse, Mobility, Spring Attack, Improved Skirmish, Combat Expertise.
Flawless Stride (Ex): Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex): Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Hide in Plain Sight (Ex): Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet.
Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic, flare, ghost sound, and read magic a combined total of times per day equal to 3 + your Int modifier. These spell-like powers do not count against your total of spells known or spells per day.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class.
Mantle of Darkness (Ex): You can make Hide checks in any kind of darkness, even when observed by creatures that can see in darkness.
Telepathic Static (Su): Beginning at 1st level, you emit a field of psychic chatter out to a range of 20 feet, negating the telepathy ability of all creatures within range. In addition, divination spells and spell-like abilities cast or used in the area are impeded. To use divination magic, a caster must succeed on a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell or spell-like ability does not function but is still lost as a prepared spell, spell slot, or daily use. If the check succeeds, the spell functions normally. You can suppress this ability for 1 round as a free action.
Spells: Casts spells as a 1st level Duskblade (CL 1; DC 11 + spell level)
Spells per Day: (3/3)
0 - 3 Acid Splash, Disrupt Undead, Ray of Frost
1 - 2 True Strike, Obscuring Mist
Spells: Casts spells similarly to a Wizard, with a spellbook.
Spells per day: (-/3/2/1); CL 6th; DC's 11+spell level
1 - Darkness, Darkness, Invisibility
2 - Air Walk, Vampiric Touch
3 - Dimension Door
Spellbook:
1 - Blindness/Deafness, Chill Touch, Darkness, Darkvision, Invisibility, Knock, Levitate, Shadow Mask, Shadow Spray
2 - Air Walk, Haste, Improved Invisibility, Vampiric Touch
3 - Dimension Door, Mislead
TELFLAMMAR SHADOWLORD SPELL LIST
Telflammar shadowlords choose their spells from the following list.
1st level—blindness/deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask (FRCS), shadow spray (FRCS).
2nd level—air walk, blacklight (FRCS), displacement, haste, improved invisibility, nondetection, vampiric touch. [True Darkness]
3rd level—confusion, darkbolt (FRCS), detect scrying, dimension door, mass invisibility, mislead.
Treasure: I legitimately rolled 100% for the items category, which means 1 major magic item... (97 - wondrous item; 31 - major cloak of displacement --- think about making it a Cloak of Etherealness instead...)
5,000 gp
13 gems (140 gp amber, 500 gp aquamarine, 50 gp bloodstone,
As an NPC, he should have 100,000 gp
So, a 55,000 gp cloak of etherealness
A 20,000 gp +2 keen cold iron rapier
plus 25,000 gp in protective gear.
Wand of Mage Armor
Wand of Shield
Wand of Wraithstrike
Ring of Protection +1
Amulet of Natural Armor +1
I haven't included any effects of his magic items into his stats, aside from his magic rapier.
He will be a great opponent for my PC's, as he can hunt them down, approach on the ethereal plane, pop back over, placing the Mindbender inside his Telepathic Static field, which will blind the Mindbender's Mindsight.
It will be fun...