North-Demons |
South-Devils |
East-Elementals |
West-Shadows/Lycanthropes |
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Table 1-Animated Item (All Small) |
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Common Abilities of all Ghosts
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Speed: Ghosts have a fly speed of 30 feet
Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).
Special Attacks: Horrific Appearance (Su): Any
living creature within 60 feet that views a ghost
must succeed on a Fortitude save or immediately take 1d4 points of
Strength
damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution
damage.
A creature that successfully saves against this effect cannot be
affected by
the same ghost’s horrific appearance for 24 hours.
Common
Abilities of all Ghosts
Hit Dice: d12s
Speed: Ghosts have a fly speed of 30 feet
Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).
Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Common
Abilities of all Ghosts
Hit Dice: d12
Speed: Ghosts have a fly speed of 30 feet
Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).
Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal
ghost can merge its body
with a creature on the Material Plane. This ability is similar to a
magic
jar spell (caster level 10th or the ghost’s Hit Dice, whichever is
higher),
except that it does not require a receptacle. To use this ability, the
ghost
must be manifested and it must try move into the target’s space; moving
into
the target’s space to use the malevolence ability does not provoke
attacks of
opportunity. The target can resist the attack with a successful Will
save (DC
15 + ghost’s Cha modifier). A creature that successfully saves is
immune to
that same ghost’s malevolence for 24 hours, and the ghost cannot enter
the
target’s space. If the save fails, the ghost vanishes into the target’s
body.
Frightful Moan (Su): A ghost can emit a frightful
moan as a standard
action. All living creatures within a 30-foot spread must succeed on a
Will
save or become panicked for 2d4 rounds. This is a sonic necromantic
mind-affecting fear effect. A creature that successfully saves against
the moan
cannot be affected by the same ghost’s moan for 24 hours.
These ghosts will materialize (become visible)
and attack the minute they encounter a being they don't recognize (like
the party!)
Common
Abilities of all Ghosts
Hit Dice: 2d12
Speed: Ghosts have a fly speed of 30 feet
Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: Attacks relying on physical contact do not
affect creatures that are not
ethereal.
Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).
Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal
ghost can merge its body
with a creature on the Material Plane. This ability is similar to a
magic
jar spell (caster level 10th or the ghost’s Hit Dice, whichever is
higher),
except that it does not require a receptacle. To use this ability, the
ghost
must be manifested and it must try move into the target’s space; moving
into
the target’s space to use the malevolence ability does not provoke
attacks of
opportunity. The target can resist the attack with a successful Will
save (DC
15 + ghost’s Cha modifier). A creature that successfully saves is
immune to
that same ghost’s malevolence for 24 hours, and the ghost cannot enter
the
target’s space. If the save fails, the ghost vanishes into the target’s
body.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
These ghosts will materialize (become visible)
and attack the minute they encounter a being they don't recognize (like
the party!)
Common
Abilities of all Ghosts
Hit Dice: 4d12
Speed: Ghosts have a fly speed of 30 feet
Armor Class: When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: Attacks relying on physical contact do not
affect creatures that are not
ethereal.
Full Attack: Attacks relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, 1d6 dam. Against nonethereal creatures, the ghost cannot deal physical damage at all but can use its special attacks when it manifests (see below).
Special Attacks: Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal
ghost can merge its body
with a creature on the Material Plane. This ability is similar to a
magic
jar spell (caster level 10th or the ghost’s Hit Dice, whichever is
higher),
except that it does not require a receptacle. To use this ability, the
ghost
must be manifested and it must try move into the target’s space; moving
into
the target’s space to use the malevolence ability does not provoke
attacks of
opportunity. The target can resist the attack with a successful Will
save (DC
15 + ghost’s Cha modifier). A creature that successfully saves is
immune to
that same ghost’s malevolence for 24 hours, and the ghost cannot enter
the
target’s space. If the save fails, the ghost vanishes into the target’s
body.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Corrupting Touch (Su): A ghost that hits a living
target with its incorporeal
touch attack deals 1d6 points of damage. Against ethereal opponents, it
adds
its Strength modifier to attack and damage rolls. Against nonethereal
opponents, it adds its Dexterity modifier to attack rolls only.
Draining Touch (Su): A ghost that hits a living
target with its incorporeal
touch attack drains 1d4 points from any one ability score it selects.
On each
such successful attack, the ghost heals 5 points of damage to itself.
Against
ethereal opponents, it adds its Strength modifier to attack rolls only.
Against
nonethereal opponents, it adds its Dexterity modifier to attack rolls
Ex-Owners of
the HOS
These are the past masters of the House of Stone. In payment of their
ultimate control of the House during their life, they are condemed to
stay on the PM plane forever in the person of ghosts.
Special Ability saves are 10 +
1/2 ghost’s HD + ghost’s Cha mod.
+4 Turn resistance
The General (Rakimal Ralph) (12th level fighter+5 for ghost=17) (CHR
bonus +2) HP 109
only.