Mikasa Extra Sheet+Constant Effects
ability damage
fear
non-magical attacks (ghost form only)
critical hits & precision damage (100% in ghost form, 25% in human form)
cold 5
electricity 5
Diagram Magic
Emotional Casting
Somatic Casting x2
Meld Into Dark
Light Touch
Holy Water (1d4)
Turning
Darkvision 60 ft.
Low-Light Vision
DIrection (in ghost form)
Mind Link - Target within 60 ft. to link, then maintained until dismissed
Fetch register as undead creatures for the purposes of spells and effects that detect undead (such as detect undead). A fetch counts as half its HD for the purposes of aura strength.
At 4th level, animals, both wild and domesticated, can sense the unnatural presence of a fetch at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
At 2nd level a knight of willpower gains immunity to fear and any other non-allied creature normally immune to fear loses that immunity while within 10 ft. of the knight of willpower, replacing their usual immunity with a +4 bonus to saves against fear effects.
The knight of willpower must consciously determine who is an ally and may do so as a free action. At 6th level, allies within 10 ft. of the knight of willpower gain a +1 morale bonus on saving throws against fear effects and enemies take a -1 penalty on saving throws against fear effects. This bonus and penalty increases by 1 for every additional 4 levels the knight of willpower has to a maximum of +/- 4 at 18th level. This ability only functions while the knight of willpower remains conscious, not if he is unconscious or dead.
This ability replaces occult knowledge.
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe - but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Some fetchlings are from families that have fearfully avoided the Shadow Plane, living on the Material Plane for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait.
There is a 3% chance per Hit Die that, upon a fetch's death, it will rise as a full undead ghost.
Upon reaching maturity, a fetch ages at one-fourth of the base creature's normal rate.
At 3rd level, a fetch is harmed by positive energy and healed by negative energy. A fetch with the fast healing special quality still benefits from that quality.
(in ghost form only)
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
You gain the ability to react to danger before her senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.