Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
Female elf ghost
Ability
Arcane Innate Spells
DC 33, attack +27; 7th power word blind, spell turning; 6th chain lightning, cone of cold, flesh to stone; 5th fireball, magic missile, phantasmal killer; 4th confusion, lightning bolt, suggestion; 3rd blindness, paralyze, slow; 2nd acid arrow, glitterdust, mirror image; 1st grease, magic missile, ray of enfeeblement; Cantrips (7th) acid splash, detect magic, mage hand, ray of frost, shield
Ability
Rejuvenation
(divine, necromancy) Talamira's ghost is bound to the way station by the presence of the wailing crystals; if this hazard is deactivated or destroyed, Talamira sighs in relief as her memories are restored—this burst of psychic energy suffuses all PCs in the area, granting them access to the ancient tradition of magic she once followed, that of the crystal keeper archetype. A moment later, Talamira fades away, her soul moving on to the afterlife.
Ability
Resonant Wail
(arcane, emotion, enchantment, mental, sonic) Talamira releases an anguish-filled cry of despair. All creatures within 30 feet must attempt a DC 33 Will save to resist. Talamira can't use Resonant Wail for 1d4 rounds. Critical Success The creature is unaffected. Success The creature wails with anguish for 3 rounds. The shrieks resonate within the room's wailing crystals, giving the crystals a +2 status bonus on attack rolls against that creature during this time. Failure As success, but the creature is slowed 1 for 1 minute as it sobs uncontrollably. If the creature is already slowed 1 by crushing despair, it is slowed 2 as long as it's under both effects simultaneously. Critical Failure As failure, but the creature is also stunned 3 from its overwhelming sadness.
Ability
Site Bound
Jewelgate way station
Ability
Telekinetic Crystalline Assault
(divine, evocation) Talamira fills the air with whirling crystals, dealing 7d6 slashing damage to all creatures in a 30-foot emanation (DC 33 basic Reflex save).
Offense
Melee
Circumstance: combat round (melee)
ghostly hand +27 [+23/+19] (agile, finesse, magical), Damage 3d10+12 negative
Trait
Ghost
Lost souls that haunt the world as incorporeal undead are called ghosts.
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Elven
Perception
darkvision