Library / Bestiary

Kami, Shikigami

CR 2.00 Outsider LN Tiny HD 3
This tiny, crudely carved statue of a robed man has glowing runes running across its surface.

Shikigami are the least of the kami, yet they make up for their lowly status with their loyalty and bravery. Unlike most other well-known types of kami, shikigami are more often associated with rural and urban regions than with natural settings. These kami are the protectors of the minor works of civilization—things like milestones, waymarkers, tiny garden statues, and other relatively mundane works of art crafted by humanoid hands.

No two shikigami look exactly alike, as befits a race of kami that associates with such a wide range of wards. While all shikigami have the ability to merge with their wards, these kami are also fond of spending time in their physical forms, watching over their wards either invisibly or in the form of a tiny statue. In combat, a shikigami fights with whatever objects it finds at hand. Although relatively weak, these improvised weapons have an uncanny knack for hitting harder than they should.

Shikigami are as friendly and curious as other kami, but they are quick to leave an area they see as being polluted by ideals that disrupt the virtues of nature. When they do, they generally take their wards with them. They do not engage humanoids who desecrate the environment, but their absence leaves a profound mark on the morale of perceptive villagers. Should the shikigami leave, town officials who know the function of the miniature kami are quick to change policies in their community to reflect a more naturalistic approach, hoping to rekindle the relationship between shikigami and people, lest the community fall into the disfavor of more powerful and less passive kami.

Shikigami typically stand 2 feet tall and weigh 30 pounds, or 50 pounds when taking their statue forms. A spellcaster must have the Improved Familiar feat, an alignment of lawful neutral, and an arcane caster level of 7th or higher to gain a shikigami familiar. Whenever a shikigami becomes a familiar, it treats its master as its ward.

HP
19 (3d10+3); fast healing 2
AC
15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
Init
+1
Speed
30 ft.
Fort
+4
Ref
+2
Will
+8
BAB
+3
CMB
+2
CMD
11
Melee
improvised weapon +4 (1d4+2/×3)
Ranged
improvised weapon +6 (1d3+2/×3)
Space
2-1/2 ft.
Reach
0 ft.
DR
5/cold iron
str
8
-1
dex
13
+1
con
12
+1
int
11
+0
wis
17
+3
cha
14
+2

Weapons: Martial, Simple

Improvised Weapon Mastery — A shikigami gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although a shikigami is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If a shikigami critically hits an opponent with an improvised weapon, it deals ×3 damage. A shikigami is proficient with improvised weapons.

merge with ward

ward (minor works of civilization)

Special Abilities

Improvised Weapon Mastery from text
A shikigami gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although a shikigami is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If a shikigami critically hits an opponent with an improvised weapon, it deals ×3 damage. A shikigami is proficient with improvised weapons.
Merge With Ward from text
Ward (minor works of civilization) from text

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Catch Off-Guard from Feat

You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Throw Anything from Feat

You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Situational: thrown splash weapons: +1 circumstance attack rolls

Heal +9, Knowledge (nature) +6, Perception +11, Sense Motive +11, Stealth +15, Survival +9

spell-like abilities:
At will—Invisibility (DC 14), At will—Statue (DC 19), 3/day—Hide From Animals (DC 13), 3/day—Purify Food And Drink (DC 12)
Details
Type
Outsider
Alignment
LN
Size
Tiny
Environment
any
Organization
solitary, pair, or gang (3-8)
Treasure
standard
Senses
darkvision 60 ft.; Perception +11
Languages
Common
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
  • Uses feat: Alertness (Feat) — core content under OGL 1.0a
  • Uses feat: Catch Off-Guard (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Throw Anything (Feat) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Statue (Spell) — core content under OGL 1.0a
  • Knows spell: Hide From Animals (Spell) — core content under OGL 1.0a
  • Knows spell: Purify Food And Drink (Spell) — core content under OGL 1.0a
View references and cross-links for Kami, Shikigami

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