Ganzi Martial Artist
Creature 3 — human, humanoid, nephilim
Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in bloodlines touched by creatures of the Maelstrom in generations previous, while others are changed by planar friction seething upon the shores of creation, but all share the essence of anarchy in their blood and bone. Due to their connection to the Maelstrom, ganzis vary wildly in appearance; the most common proteankin have patches of scales and feat
Source: pathfinder-monster-core-2
Perception +9
Skills acrobatics +9, athletics +10, deception +7, performance +7, stealth +9
Str
+3
Dex
+4
Con
+0
Int
-1
Wis
+2
Cha
+2
AC 20
Fort +7
Ref +11
Will +9
HP 36
Speed 35 feet
Offense
Ranged Shuriken +11, Damage 1d4+5 piercing
Melee Foot +11, Damage 1d8+5 bludgeoning
Abilities
+1 Status to All Saves vs. Controlled Condition —
Ganzi Resistance — The ganzi gains resistance 1 to acid, electricity, or sonic (chosen randomly each day).
Ganzi Spells — Two of the following chosen at random each day using 1d12
Acid Grip
Blur
Humanoid Form
Illusory Object
Invisibility
Laughing Fit
Noise Blast
Paranoia
Resist Energy
See the Unseen
Shatter
Telekinetic Maneuver
Flurry of Kicks — Frequency once per turn
Effect The martial artist makes two melee Strikes. The martial artist applies their multiple attack penalty to these Strikes normally.
Handspring Kick —
Spells
Acid Grip (rank 2)
Blur (rank 2)
Humanoid Form (rank 2)
Invisibility (rank 2)
Laughing Fit (rank 2)
Noise Blast (rank 2)
Paranoia (rank 2)
Resist Energy (rank 2)
See the Unseen (rank 2)
Shatter (rank 2)
Telekinetic Maneuver (rank 2)
Illusory Object (rank 1)
Run Ganzi Martial Artist in the encounter builder — free, no install.
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