Sollir Furryfoot
Explorer
Still under construction, looking for comments, suggestions, and criticism-thanks!
The Haunted
Not all spirits of the dead who come back to the world of the living are as powerful as the ghosts, spectres, and wraiths often heard about in myth. In fact, it would be safe to say that most are like those that possess those who become known as the Haunted. It starts with just one 'master spirit', a spirit just a step removed from a ghost. It has the ability to possess a person, but only partially and only while that person is in a wildly emotional state, thus these spirits tend to gravitate towards barbarians. The master spirit further scrutinizes its potential clients however, for only hosts with a strong bodies can withstand often bouts of otherworldly possession.
Often though, it does not stop there. The master spirit is joined by other spirits called 'phantasms', spirits of like power who have yet to master the ability to possess creatures like a master spirit can. They gather to join in the host's body as if the host was an apartment complex, and soon a fair number of spirits are possessing the Haunted. Beware enemies of the Haunted however, as all the spirits that reside in the Haunted's body share a sort of symbiotic relationship-they can experience things as the living do, but only through the Haunted-so they do their best to aid him.
HD-d12
Requisites:
BAB: 7+
Feats: Endurance, Great Fortitude, Toughness
Special: Ability to Rage 2/day.
Class Skills:
The Haunted's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), and Swim (Str).
Skill Points Per Level: 2+Int Modifier
Class Features:
Weapon and Armor Proficiency: The Haunted gains no new weapon or armor proficiency.
Master Spirit (Su):
A Master Spirit is usually a spirit out with a vengeance against some one or something in particular. As time goes on, the spirit's original purpose becomes at the same time diluted and intensified so that it reserves a special kind of hatred for all living things. It finds a tool in the form of the Haunted, and while it spends most of its energies to keep the Haunted in a state of permanent possession it manifests occasionally while the Haunted is raging to protect its host and to show its wrath to everything else it can.
Once per day, when flying into a Rage, the Haunted may choose to call upon the Master Spirit to enhance his powers. For the duration of his Rage he gains a Deflection bonus to his Armor Class equal to his class level + 1. Furthermore, on any critical hit he makes his opponent suffers a negative level (as per Energy Drain).
Puppet (Ex):
The Haunted is constantly wracked with voices and mutterings from the spirits that live within him. He begins to lose a grip on reality, and his individuality suffers.
He receives a -1 penalty per class level on all skill and ability checks relating to Charisma (except for Intimidate).
Phantasm (Su):
At 2nd, 3rd, and 4th levels the Haunted gains an additional spiritual ally of sorts in the form of a Phantasm. A lesser spirit can be created from any sort of non-outsider/undead, non-humanoid creature, average for its race (meaning no templates or advanced HD) with a CR of 2 or under and an intelligence score below 3 with the Phantasm template (see below). Once a Phantasm is picked it cannot be changed.
Once per day per Phantasm, when flying into a Rage the Haunted may choose to summon a Phantasm which appears immediately and ready to act in a square adjacent to his own. The Phantasm lasts until the end of the Haunted's rage or until vanquished, and generally acts like creature created by a Summon Monster spell. The Haunted may have only one Phantasm out at a time.
Poltergeist (Su):
The combined form of all the spirits in the Phantom, a Poltergeist requires a large amount of life force to manifest it's presence. It appears as a fearsome, towering, transluscent image of some otherworldly being emanating from and enveloping the form of the Haunted
Once per day after the Haunted and his Phantasm companions have inflicted a total of at least 8 negative levels in the last 8 hours, the Haunted can manifest a Poltergeist as a full round action. Upon attaining 5th level the Haunted chooses which form his Poltegeist would take, but regardless of its appearance it has the same statistics (see below). While the Haunted's form may still be seen when the Poltergeist is summoned he cannot be attacked and may himself take no action but to move where the Poltergeist moves, always staying in the center of it. This ability lasts for 1 round/level or until the Poltergeist is defeated.
Coming soon:
Phantasm Template (Basically uses the Haunted's BAB and Str modifier for attacks, gains undead type and incorporeal subtype, ghost touch ability, and deals a negative level on a successful critical hit)
Poltegeist - Huge Undead creature-slam attacks, fairly high Strength score and an SA or two.
The Haunted
Not all spirits of the dead who come back to the world of the living are as powerful as the ghosts, spectres, and wraiths often heard about in myth. In fact, it would be safe to say that most are like those that possess those who become known as the Haunted. It starts with just one 'master spirit', a spirit just a step removed from a ghost. It has the ability to possess a person, but only partially and only while that person is in a wildly emotional state, thus these spirits tend to gravitate towards barbarians. The master spirit further scrutinizes its potential clients however, for only hosts with a strong bodies can withstand often bouts of otherworldly possession.
Often though, it does not stop there. The master spirit is joined by other spirits called 'phantasms', spirits of like power who have yet to master the ability to possess creatures like a master spirit can. They gather to join in the host's body as if the host was an apartment complex, and soon a fair number of spirits are possessing the Haunted. Beware enemies of the Haunted however, as all the spirits that reside in the Haunted's body share a sort of symbiotic relationship-they can experience things as the living do, but only through the Haunted-so they do their best to aid him.
HD-d12
Requisites:
BAB: 7+
Feats: Endurance, Great Fortitude, Toughness
Special: Ability to Rage 2/day.
Class Skills:
The Haunted's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Jump (Str), and Swim (Str).
Skill Points Per Level: 2+Int Modifier
Code:
Lvl BAB Fort Ref Will Special
1 +1 +2 +0 +0 Master Spirit, Puppet
2 +2 +3 +0 +0 Phantasm
3 +3 +3 +1 +1 Phantasm, +1 Rage/day
4 +4 +4 +1 +1 Phantasm
5 +5 +4 +1 +1 Poltergeist
Class Features:
Weapon and Armor Proficiency: The Haunted gains no new weapon or armor proficiency.
Master Spirit (Su):
A Master Spirit is usually a spirit out with a vengeance against some one or something in particular. As time goes on, the spirit's original purpose becomes at the same time diluted and intensified so that it reserves a special kind of hatred for all living things. It finds a tool in the form of the Haunted, and while it spends most of its energies to keep the Haunted in a state of permanent possession it manifests occasionally while the Haunted is raging to protect its host and to show its wrath to everything else it can.
Once per day, when flying into a Rage, the Haunted may choose to call upon the Master Spirit to enhance his powers. For the duration of his Rage he gains a Deflection bonus to his Armor Class equal to his class level + 1. Furthermore, on any critical hit he makes his opponent suffers a negative level (as per Energy Drain).
Puppet (Ex):
The Haunted is constantly wracked with voices and mutterings from the spirits that live within him. He begins to lose a grip on reality, and his individuality suffers.
He receives a -1 penalty per class level on all skill and ability checks relating to Charisma (except for Intimidate).
Phantasm (Su):
At 2nd, 3rd, and 4th levels the Haunted gains an additional spiritual ally of sorts in the form of a Phantasm. A lesser spirit can be created from any sort of non-outsider/undead, non-humanoid creature, average for its race (meaning no templates or advanced HD) with a CR of 2 or under and an intelligence score below 3 with the Phantasm template (see below). Once a Phantasm is picked it cannot be changed.
Once per day per Phantasm, when flying into a Rage the Haunted may choose to summon a Phantasm which appears immediately and ready to act in a square adjacent to his own. The Phantasm lasts until the end of the Haunted's rage or until vanquished, and generally acts like creature created by a Summon Monster spell. The Haunted may have only one Phantasm out at a time.
Poltergeist (Su):
The combined form of all the spirits in the Phantom, a Poltergeist requires a large amount of life force to manifest it's presence. It appears as a fearsome, towering, transluscent image of some otherworldly being emanating from and enveloping the form of the Haunted
Once per day after the Haunted and his Phantasm companions have inflicted a total of at least 8 negative levels in the last 8 hours, the Haunted can manifest a Poltergeist as a full round action. Upon attaining 5th level the Haunted chooses which form his Poltegeist would take, but regardless of its appearance it has the same statistics (see below). While the Haunted's form may still be seen when the Poltergeist is summoned he cannot be attacked and may himself take no action but to move where the Poltergeist moves, always staying in the center of it. This ability lasts for 1 round/level or until the Poltergeist is defeated.
Coming soon:
Phantasm Template (Basically uses the Haunted's BAB and Str modifier for attacks, gains undead type and incorporeal subtype, ghost touch ability, and deals a negative level on a successful critical hit)
Poltegeist - Huge Undead creature-slam attacks, fairly high Strength score and an SA or two.
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