Serpenteye
First Post
Elf, Ghost, Gestalt Rogue/Sorcerer 10. (ecl 13)
Str: 2 / -4 (8 -6(venerable age))
Dex: 18/+4 (17 +2(elf)+5(item) -6(venerable age))
Con: --/-- (8 -2(elf) -6(venerable age))
Int: 14/+2 (11 +3(venerable age))
Wis: 14/+2 (11 +3(venerable age))
Cha: 32/+11 (17 +3(venerable age) +4(ghost) +2(level) +6(item)
Init: +4
Speed: 30 ft (perfect flight, incorporeal)
Age: 780 years
Height: 6'1"
Weight: ----
HP: 66 (12 + 12*0,5*9)
AC: 31 (10 +4(dex) +11(cha) +6(bracers) (50% miss chance for attacks from corporeal sources)
Bab: 7
Attack: +12, Touch attack
Full Attack: +10/+10/+5/+5 (two weapon fighting) Touch attack
Damage: 1d6+1 +1d4 ability damage +5d6 Sneak attack
Fort: +3 (+3+0)
Refl: +11 (+7+4) (50% miss chance for spells from corporeal sources)
Will: +9 (+7+2)
Feats: Two-Weapon Fighting, Weapon Finesse (touch attack), Eschew Materials, Improved Two-Weapon Fighting.
Skillpoints: 130:.....total (ranks+abilities+elf+ghost+synergies)
Bluff (Cha):..............24 (13+11)
Diplomacy (Cha):......28 (13+11+0+0+2+2)
Disguise (Cha):.........23 (10+11+0+0+2)
Hide (Dex):..............25 (13+4+0+8)
Intimidate (Cha):......26 (13+11+0+0+2)
Listen (Wis):............22 (10+2+2+8)
Move Silently (Dex):..A manifested ghost always moves silently.
Search (Int):...........19 ( 7+2+2+8)
Sense Motive (Wis):..13 (12+1)
Spot (Wis):..............25 (13+2+2+8)
Concentration:.........13 (13+0+0+0)
Spellcraft (Int):........15 (13+2+0+0)
Speak language: Abyssal, Celestial, Infernal, Dwarven, Giant: 10 sp.
Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal, Dwarven, Giant.
Spells by level:
0:6.....Arcane Mark, Detect Magic, Disrupt Undead, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic.
1:9.... Charm Person, Chill Touch, Magic Missile, Obscuring Mist, Ray of Enfeeblement.
2:9.... Command Undead, Glitterdust, Web, Pyrotechnics.
3:9.... Slow, Haste, Major Image.
4:7.... Dimension Door, Enervation.
5:5.... Wall of Force.
DC: +11
Rogue Features:
Trapfinding, Evasion, Uncanny dodge, Trap sense +3, Sneak attack +5d6, Improved Uncanny Dodge, Improved Evasion.
Elf Features:
* +2 Dexterity, -2 Constitution.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Ghost Special Qualities:
* Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
* Manifestation (Su): 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.
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.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Ghost Special Attacks:
* 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 only.
* 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.
Ghostly equipment:
Gloves of Dex +5, 25000 gp
Cloak of Cha +6, 36000 gp
Bracers of armor +6, 36,000 gp
Noble's Outfit, 100 gp
Hand of the Mage, 900 gp
Handy Haversack, 2000 gp
Amulet of Mighty Fists +1, 6,000 gp
Grave:
A coffin of lead hidden 15 feet beneath the floor of a sub-basement beneath a ruined shrine of a dead deity in an ancient monster-infested elven city. (value 4,000 gp)
Str: 2 / -4 (8 -6(venerable age))
Dex: 18/+4 (17 +2(elf)+5(item) -6(venerable age))
Con: --/-- (8 -2(elf) -6(venerable age))
Int: 14/+2 (11 +3(venerable age))
Wis: 14/+2 (11 +3(venerable age))
Cha: 32/+11 (17 +3(venerable age) +4(ghost) +2(level) +6(item)
Init: +4
Speed: 30 ft (perfect flight, incorporeal)
Age: 780 years
Height: 6'1"
Weight: ----
HP: 66 (12 + 12*0,5*9)
AC: 31 (10 +4(dex) +11(cha) +6(bracers) (50% miss chance for attacks from corporeal sources)
Bab: 7
Attack: +12, Touch attack
Full Attack: +10/+10/+5/+5 (two weapon fighting) Touch attack
Damage: 1d6+1 +1d4 ability damage +5d6 Sneak attack
Fort: +3 (+3+0)
Refl: +11 (+7+4) (50% miss chance for spells from corporeal sources)
Will: +9 (+7+2)
Feats: Two-Weapon Fighting, Weapon Finesse (touch attack), Eschew Materials, Improved Two-Weapon Fighting.
Skillpoints: 130:.....total (ranks+abilities+elf+ghost+synergies)
Bluff (Cha):..............24 (13+11)
Diplomacy (Cha):......28 (13+11+0+0+2+2)
Disguise (Cha):.........23 (10+11+0+0+2)
Hide (Dex):..............25 (13+4+0+8)
Intimidate (Cha):......26 (13+11+0+0+2)
Listen (Wis):............22 (10+2+2+8)
Move Silently (Dex):..A manifested ghost always moves silently.
Search (Int):...........19 ( 7+2+2+8)
Sense Motive (Wis):..13 (12+1)
Spot (Wis):..............25 (13+2+2+8)
Concentration:.........13 (13+0+0+0)
Spellcraft (Int):........15 (13+2+0+0)
Speak language: Abyssal, Celestial, Infernal, Dwarven, Giant: 10 sp.
Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal, Dwarven, Giant.
Spells by level:
0:6.....Arcane Mark, Detect Magic, Disrupt Undead, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic.
1:9.... Charm Person, Chill Touch, Magic Missile, Obscuring Mist, Ray of Enfeeblement.
2:9.... Command Undead, Glitterdust, Web, Pyrotechnics.
3:9.... Slow, Haste, Major Image.
4:7.... Dimension Door, Enervation.
5:5.... Wall of Force.
DC: +11
Rogue Features:
Trapfinding, Evasion, Uncanny dodge, Trap sense +3, Sneak attack +5d6, Improved Uncanny Dodge, Improved Evasion.
Elf Features:
* +2 Dexterity, -2 Constitution.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Ghost Special Qualities:
* Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
* Manifestation (Su): 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.
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.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Ghost Special Attacks:
* 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 only.
* 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.
Ghostly equipment:
Gloves of Dex +5, 25000 gp
Cloak of Cha +6, 36000 gp
Bracers of armor +6, 36,000 gp
Noble's Outfit, 100 gp
Hand of the Mage, 900 gp
Handy Haversack, 2000 gp
Amulet of Mighty Fists +1, 6,000 gp
Grave:
A coffin of lead hidden 15 feet beneath the floor of a sub-basement beneath a ruined shrine of a dead deity in an ancient monster-infested elven city. (value 4,000 gp)
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