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Obly99

Hero
The blood-manipulating kineticist archetype really disappointed me, so here's my version as a class (with some Mohg-inspired abilities from Elden Ring).

Lord of Blood
Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: Intuitive.

Class Skills

The Lord of Blood’s class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Lord of Blood
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+0​
+2​
+0​
+2​
Blood focus, blood gather power, blood infusion, blood lord, burn (1 round), infusion, kinetic blast, wrack​
2nd​
+1​
+3​
+0​
+3​
Blood defense, utility wild talent​
3rd​
+2​
+3​
+1​
+3​
Elemental overflow +1​
4th​
+3​
+4​
+1​
+4​
Infusion​
5th​
+3​
+4​
+1​
+4​
Bleeding infusion, infusion specialization 1, metakinesis (empower), utility wild talent​
6th​
+4​
+5​
+2​
+5​
Blood tell, burn (2 round), elemental overflow +2, internal buffer 1​
7th​
+5​
+5​
+2​
+5​
Bloody blast, blood healer​
8th​
+6​
+6​
+2​
+6​
Blood throw, infusion specialization 2, utility wild talent​
9th​
+6​
+6​
+3​
+6​
Burn (3 round), elemental overflow +3, gut-wrenching infusion, metakinesis (maximize)​
10th​
+7​
+7​
+3​
+7​
Infusion​
11th​
+8​
+7​
+3​
+7​
Blood rain, infusion specialization 3, internal buffer 2, speak with blood, supercharge, utility wild talent, vampiric infusion​
12th​
+9​
+8​
+4​
+8​
Burn (4 round), elemental overflow +4​
13th​
+9​
+8​
+4​
+8​
Infusion, metakinesis (quicken), pool of blood​
14th​
+10​
+9​
+4​
+9​
Infusion, infusion specialization 4​
15th​
+11​
+9​
+5​
+9​
Burn (5 round), elemental overflow +5, utility wild talent​
16th​
+12​
+10​
+5​
+10​
Blood revivification, composite specialization, internal buffer 3​
17th​
+12​
+10​
+5​
+10​
Infusion specialization 5, metakinesis (twice)​
18th​
+13​
+11​
+6​
+11​
Blood Mist, burn (6 round), elemental overflow +6, infusion, utility wild talent​
19th​
+14​
+11​
+6​
+11​
Blood mastery​
20th​
+15​
+12​
+6​
+12​
Blood ritual: nihil, infusion specialization 6​

Class Features
All of the following are class features of the Lord of Blood.

Weapon and Armor Proficiency
Lords of Blood are proficient with all simple weapons, the trident and light armor, but not shields.

Blood Focus (Su)
At 1st level, a lord of blood gains Elemental Focus (water) using his lord of blood as his kineticist level and must choose water blast as his first simple blast. All of this infusions granted by this class work only on targets with blood. Unlike a normal kineticist, a lord of blood obtain his power from inside of him, not from the Ethereal Plane.

Blood Gather Power (Su)
At 1st level, a lord of blood gains the gather power ability using his lord of blood as his kineticist level but with the difference that he does not need to having both his hands free for using it, unlike a normal kineticist.

Blood Infusion (Su)
The save DC of the Infusion for the lord of blood are Constitution-based instead of Dexterity-based.

Blood Lord (Ex)
At 1st level, a lord of blood ignore racial immunity to bleed damage and Fortitude save of creatures with blood (like most living creatures, some corporeal undead, blood golem, etc.) but only for abilities of this class. Because of the control over his own blood, a lord of blood is immune to bleed damage and gains a bonus equal to his lord of blood level on saves against disease, nausea, poison, and sickened. Lord of blood levels count as kineticist levels for meet prerequisites (like the Extra Wild Talent feat).

Burn (Ex)
At 1st level, a lord of blood gains the burn ability using his lord of blood as his kineticist level.

Kinetic Blast (Sp)
At 1st level, a lord of blood gains the kinetic blast ability using his lord of blood as his kineticist level.

Infusion (Su)
At 1st level, a lord of blood gains the infusion ability as a kineticist of the same level with the difference that he gains infusions at 1st, 4th, 10th and every four levels thereafter. At 5th, 11th, and 17th levels, a lord of blood can replace one of his infusions with another infusion of the same effective spell level or lower. He can’t replace an infusion that he used to qualify for another of his wild talents.

Wrack (Su)
At 1st level, a lord of blood gains wrack as a bonus infusion.

Wrack
Element(s): water; Type form infusion; Level 1; Burn 0

Prerequisite(s): lord of blood 1st

Associated Blasts: blood, bloody ice, bloody murder, bloody steam, water

Saving Throw Fort halves

You can use your abilities to wrack a target within 30 feet, harming the target by manipulating its blood from the inside. The target takes half the normal damage from this blast, and can attempt a Fortitude save to reduce that amount to ¼ normal damage, but the damage is untyped and ignores damage reduction.

Blood Defense (Su)
At 2nd level, a lord of blood gains the shroud of water defensive wild talent, using his lord of blood as his kineticist level.

Utility Wild Talent
At 2nd level, a lord of blood gains the wild talent ability as a kineticist of the same level with the difference that he gains infusions at 2nd, 5th, 8th, and every three levels thereafter. At 6th, 12th, and 18th levels, a lord of blood can replace one of his wild talent with another wild talent of the same effective spell level or lower. He can’t replace a wild talent that he used to qualify for another of his wild talents.

Elemental Overflow (Su)
At 3rd level, a lord of blood gains the elemental overflow ability using his lord of blood as his kineticist level.

Bleeding Infusion (Su)
At 5th level, a lord of blood gains bleeding infusion as a bonus infusion.

Bleeding Infusion
Element(s): water; Type substance infusion; Level 2; Burn 2

Prerequisite(s): lord of blood 5th

Associated Blasts: blood, bloody ice, bloody murder, bloody steam, water

Saving Throw Fort negates

You can infuse your blasts with a vicious power that causes internal or external bleeding. The target takes 1 point of bleed damage for every die of this blast’s damage. Bleed from this infusion stacks with bleed caused by bloody and greater bloody infusions, but not with itself. A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the bleed damage from bleeding infusion on the same blast.

Infusion Specialization (Ex)
At 5th level, a lord of blood gains the infusion specialization ability using his lord of blood as his kineticist level.

Metakinesis (Su)
At 5th level, a lord of blood gains the metakinesis ability using his lord of blood as his kineticist level.

Internal Buffer (Su)
At 6th level, a lord of blood gains the internal buffer ability using his lord of blood as his kineticist level.

Blood Tell (Sp)
At 6th level, a lord of blood gains blood tell as a bonus utility wild talent.

Blood Tell
Element(s): water; Type utility (Sp); Level 3; Burn 0

Prerequisite(s): lord of blood 6th

Your connection to blood allows you to learn much from the blood of another. This works as blood biography, except you suddenly know the information, rather than having it appear on a parchment. You can accept 1 point of burn to reduce the casting time to a standard action instead of 1 minute.

Bloody Blast (Sp)
At 7th level, a lord of blood gains the following composite blast without the need to meet their prerequisites:

Blood Blast
Element(s):
water; Type composite blast (Sp); Level –; Burn 2; Aura necromancy and transmutation

Blast Type physical; Damage bludgeoning

You batter the foe with a burst of blood. This is associated with the same infusions as water blast.

Bloody Icy Blast
Element(s):
water; Type composite blast (Sp); Level –; Burn 2

Blast Type physical; Damage half piercing, half cold

You shoot a bloody icicle to stab a single foe. This is associated with the same infusions as water blast.

Bloody Murder Blast
Element(s):
viscera and water; Type composite blast (Sp); Level –; Burn 3; Aura necromancy and transmutation

Blast Type physical; Damage bludgeoning, piercing, and slashing

You launch a blood soaked skull at a target. This blast deals an additional 2 damage for each of its damage dice, and is associated with the same infusions as gore and water blasts.

Bloody Steam Blast
Element(s):
fire and water; Type composite blast (Sp); Level –; Burn 2

Blast Type physical; Damage half bludgeoning, half fire

You use to superheat blood into steam just as it strikes. This is associated with the same infusions as steam blast.

Blood Healer (Su)
At 7th level, a lord of blood gains kinetic healer as a bonus infusion with the difference that he can use it to cure any creature with blood, not only living creatures.

Blood Throw (Su)
At 8th level, a lord of blood gains the foe throw infusion as a bonus infusion, and can use it with the water element on water, blood, and bloody murder blasts instead of its normal associated element and blasts.

Gut-Wrenching Infusion (Su)
At 9th level, a lord of blood gains gut-wrenching infusion as a bonus infusion.

Gut-wrenching Infusion
Element(s): water; Type substance infusion; Level 4; Burn 3

Associated Blasts: blood, bloody ice, bloody murder, bloody steam, water

Saving Throw Fort negates

You can infuse your blasts with the ability to manipulate your opponent’s insides to the point of impairing their function. The target of this blast is sickened for 1 minute.
A target that fails its saving throw against the wrack form infusion does not receive a saving throw to avoid the sickened condition from this infusion on the same blast.

Blood Rain (Su)
At 11th level, as a standard action, the lord of blood can generate within 20 ft. of himself a cylinder area 20 ft. high with a radius of 10 ft. in which all creatures take 1d6 damage per 3 lord of blood level while blood fall from the apex. All creatures in the area must make a Fortitude save DC 10 + ½ the blood lord level + the blood lord Con modifier or become staggered from the blood for 1 round per 3 lord of blood levels. The area remain until the start of the lord of blood next round and count as continuous damage for all the effects (like roll concentration for casting a spell). A creature take damage and only need to make a Fortitude save once for every use of blood rain, even if he exit the area and subsequently reenter it. The lord of blood can use this ability a number of time per day equal to 3 + his Constitution modifier.

Speak With Blood (Su)
At 11th level, the lord of blood's mastery over blood allows him to speak with blood. This work like Speak with Dead except he can only speak with blood, but it can be blood of a still living creature too and the save DC is 10 + ½ lord of blood level + lord of blood’s Con modifier (use the creature Will save with only permanent bonus like the base Will save, his base Wisdom modifier or feat like Iron Will, not object or temporary bonus like cloak of resistance, headband of inspired wisdom or heroism).

Vampiric Infusion (Su)
At 11th level, a lord of blood gains vampiric infusion as a bonus infusion, ignoring its prerequisites. He treat it as a water infusion associated with blood, bloody ice, bloody murder, bloody steam and water blasts. It heals using his kinetic healer instead of void healer.

Supercharge (Su)
At 11th level, a lord of blood gains the supercharge ability using his lord of blood as his kineticist level.

Pool of Blood (Su)

At 13th level, the lord of blood's mastery over blood allows him to transform himself and all of his worn and carried items into a pool of blood with a radius of 5 feet per 3 lord of blood levels. He can change into his pool form or revert to his natural form as a swift action. When the lord of blood reverts to his natural form, he appear in any space that his pool form occupied (this is not a teleportation effect; he re-forms in the chosen space). The lord of blood can remain in the pool form a number of minutes each day equal to his level. This minutes does not require to be consecutive but are expende in 1 minute-increment. While in his pool form, he gains a the following benefits and drawbacks:
  • The lord of blood and other creatures can share a space freely. Neither the lord of blood nor these creatures gain any benefit or suffer ill effects from sharing the same space.
  • The lord of blood becomes immune to bull rush, dirty trick, disarm, drag, grapple, reposition, steal, sunder, and trip combat maneuvers.
  • The lord of blood does not threaten spaces and cannot make attacks of opportunity.
  • The lord of blood cannot make kinetic blast, melee, ranged, or gaze attacks, or cast spells, spell-like abilities, manifest psionic powers or psi-like abilities.
  • The lord of blood becomes immune to bludgeoning, piercing, and slashing damage of nonmagical effects or weapons (bludgeoning, piercing, and slashing damage of magic effects or weapons instead deals ½ the damage).
  • The lord of blood lose any fly speed (if any) and gains a swim speed 30 ft. and a climb speed of 10 feet.
  • The lord of blood can pass through small holes or narrow openings, even mere cracks.

Blood Revivification (Su)
At 16th level, a lord of blood gains kinetic revivification as a bonus infusion with the difference that he count has having the metahealer ability for having access to the augmented version and he can use it on himself as an immediate action when reduced to 0 or less hit points.

Composite Specialization (Su)
At 16th level, a lord of blood gains the composite specialization ability using his lord of blood as his kineticist level.

Blood Mist (Su)
At 18th level, a lord of blood gains the ability to turn into a bloody mist in addition to his pool form. While in mist form, he gains all the benefits and drawbacks of his pool form, except that the mist is a sphere with a radius equal to that of his blood pool form, and he gains a fly speed equal to his land speed with perfect maneuverability instead of swim and climb speed. In addition, while transformed, opponents treat spaces occupied by the lord of blood pool or mist forms as difficult terrain.

Blood Mastery (Ex)
At 19th level, a lord of blood no longer ages and can’t be magically aged. He doesn’t take penalties to his ability scores for aging and remove any such penalties he already possess. He still accrue age bonuses as normal, but he doesn’t die of old age when his time would be up. Because of his utter control over his own blood, he is immune to disease, nausea, poison, and sickened unless he choose to be affected.

Blood Ritual: Nihil (Su)
At 20th level, a lord of blood can destroy opponents around himself for heal himself. As a full-round action that provoke attack of opportunity, the lord of blood destroys the blood of the creatures around him. All creatures within 30 ft. of the blood lord (with the exception of the lord of blood himself) suffer 1d8 damage per lord of blood level. A Fortitude save DC 10 + ½ the blood lord level + the blood lord Con modifier half the damage. The lord of blood heal the same damage he inflict with this ability. The lord of blood can exclude a number of creatures from this effect equal to his Con modifier. The lord of blood can use this ability a number of time per day equal to his Constitution modifier (minimum 3).
 

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Obly99

Hero
A simple barbarian archetype for the one tha love werewolf. Some abilities are inspired by the Wolf Shifter – d20PFSRD

Werewolf (Base/Unchained Barbarian Archetype)

Modifies rage, greater rage, mighty rage; Replaces fast movement, rage power of 2nd level, damage reduction, danger/trap sense, rage power of 6th level, rage power of 14th level

Werewolves usually trace their powers from a distant lycanthrope ancestor, though some gain their powers through totem worship. These warriors tap into the power and skill of the wolf, an animal feared and worshiped by many barbaric tribes. Their connection with this animal comes with a deep respect and kinship at times, though some shifters may turn their back on this fundamental connection. Just like the wolf, these shifters often travel great distances, partly from a keen wanderlust, and partly from unwelcoming treatment by common folk.

Beast Within Affinity (Ex): At 1st level, a werewolf gains the following sets of natural attacks.

Mighty Jaws: The werewolf gains a bite attack when she is in her hybrid and wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, her bite attack gains the grab ability. At 11th level, her bite attack deals an additional 1d8 points of bleed damage on a successful hit. At 16th level, she gains a constrict attack that deals damage equal to her bite.

Savage Claws: The werewolf gains two claw attacks when she is in her hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, she gains the rend special ability with her claw attacks that deals damage equal to her base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, she gains the pounce ability but can only attack with her natural weapons when using it. At 16th level, she gains a rake attack with her claw attacks.
This ability replaces fast movement.

Hybrid Rage (Ex): When a werewolf enter rage change into a hybrid wolf-humanoid form. A werewolf start a rage as a full-round action instead of a free action. Using a full-round action to start a hybrid rage does not count towards the number of rounds a werewolf can rage in a day. The werewolf can also start a hybrid rage as an immediate action after taking damage from an attack. While in rage, the werewolf bonus to her Strength and Constitution is reduced by 2 (or her bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls is reduced by 1 for an Unchained Barbarian) but she gains darkvision 60 ft., low-light vision, scent and +2 natural armor. This reduction of bonus apply even when the bonus increase with Greater and Mighty Rage (for a +4 Str-Con/+2 with Greater and +6 Str-Con/+3 with Mighty) but Greater increase the natural armor to +4 and Mighty to +6. Hybrid rage is a polymorph effect but unlike normal polymorph, a werewolf’s gear does not meld into this form and it stack with abilities that change the size but only if generated by a rage power (like Abyssal Blood).
This ability alter rage, greater rage and mighty rage.

Lunar Bay (Ex): While in a hybrid rage or wolf transformation, the werewolf can howl fiendishly as a swift action, causing allies to feel encouraged and enemies to feel frightened. Allies within 30 feet receive a +2 morale bonus to Attack rolls, Saving Throws, and Skill checks, while enemies within 30 feet must make a Will save (DC 10 + half of the barbarian’s level + her Charisma modifier) or become shaken for a duration of 1 round + 1 round per four barbarian levels. These bonuses (for allies) and penalties (of shaken) increase by 1 per four barbarian levels. Lunar bay can be used once per hybrid rage. This replace the rage power of 2nd level.

Wolf Empathy (Ex): The werewolf can improve the attitude of wolves and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. This ability acts as wild empathy (use the barbarian’s level as her druid level) except it affects only this creatures despite their intelligence score. The werewolf can only use this ability while using hybrid rage or wolf transformation.

Shifting Resistance (Ex): Starting at 2nd level, the werewolf gains DR/silver equal to half her barbarian level (minimum 1) when in hybrid rage or wolf transformation. The werewolf also gains immunity to lycanthropy. At 9th level the DR/silver becomes DR/silver and magic.
This ability replaces damage reduction.

Wolf Transformation (Ex): At 3rd level, a werewolf can take on wolf form. Wolf transformation works like hybrid rage except spending a round of rage grants the werewolf the ability to be in wolf transformation for one minute (a fraction of a minute rounds up to one round). In addition to the benefits of hybrid form, in wolf form the werewolf has a speed of 50 feet, gains the trip monster ability with her bite and can use Charisma-, Dexterity-, or Intelligence-based skills or any ability that requires patience or concentration without penalty. A werewolf does not lose her ability to speak while in wolf form. All items the werewolf carries meld into her body in this form. When in wolf transformation, the werewolf cannot use rage powers. The werewolf cannot use wolf transformation when wearing heavy armor or carrying a heavy load. A werewolf is fatigued after the transformation for a number of rounds equal to 2 times the number of minutes spent in the transformation.
This ability replaces danger or trap sense +1.

Lunar Link (Ex): At 5th level, the werewolf gains a +2 insight bonus on Perception, Stealth, and Survival checks while under direct moon light and during the entire day of the full moon, including the two days before and after the full moon (during this phase, the werewolf gains the bonus during night and day, regardless of being under moonlight). This bonus increases by +1 every four barbarian levels beyond 5th.
This replace the rage power of 6th level.

Fast Transformation (Ex): At 6th level, a werewolf can activate Hybrid Rage as a standard action instead of a full-round action. Transforming in this way spends a round of rage.
This ability replaces danger or trap sense +2.

Dire Wolf Shape (Ex): At 9th level, when transforming into the wolf transformation the werewolf can choose a dire wolf form instead. The werewolf must choose which wolf form she is becoming when starting a transformation. The dire wolf form causes the werewolf to increase her size by one size category. This size increase grants the werewolf a +4 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 10), and a +2 size bonus to Constitution. The werewolf’s bite attack also increases by one size category.
This ability replaces danger or trap sense +3.

Improved Fast Transformation (Ex): At 14th level, a werewolf can activate Hybrid Rage as a move action. Transforming in this way spends a round of rage.
This replace the rage power of 14th level.

Werewolf’s Fury (Ex): At 15th level, a werewolf gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the werewolf can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon, gaining a third iterative attack at a –10, and gaining a fourth iterative attack at –15 (only when she reach BAB +16 she can make the fourth iterative attack). When she does so, all her other natural weapons count as secondary.
This ability replaces danger or trap sense +4.

Tireless Rage (Ex): Tireless rage apply even to wolf transformation.

Shifting Forms (Ex): At 18th level, when a werewolf is transformed, she can change between hybrid rage and wolf transformation as a swift action without ending the transformation.
This ability replaces danger or trap sense +5.
 

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A simple barbarian archetype for the one tha love werewolf. Some abilities are inspired by the Wolf Shifter – d20PFSRD

Werewolf (Base/Unchained Barbarian Archetype)

Modifies rage, greater rage, mighty rage; Replaces fast movement, rage power of 2nd level, damage reduction, danger/trap sense, rage power of 6th level, rage power of 14th level

Werewolves usually trace their powers from a distant lycanthrope ancestor, though some gain their powers through totem worship. These warriors tap into the power and skill of the wolf, an animal feared and worshiped by many barbaric tribes. Their connection with this animal comes with a deep respect and kinship at times, though some shifters may turn their back on this fundamental connection. Just like the wolf, these shifters often travel great distances, partly from a keen wanderlust, and partly from unwelcoming treatment by common folk.

Beast Within Affinity (Ex): At 1st level, a werewolf gains the following sets of natural attacks.

Mighty Jaws: The werewolf gains a bite attack when she is in her hybrid and wolf form. This is a primary attack that deals 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, her bite attack gains the grab ability. At 11th level, her bite attack deals an additional 1d8 points of bleed damage on a successful hit. At 16th level, she gains a constrict attack that deals damage equal to her bite.

Savage Claws: The werewolf gains two claw attacks when she is in her hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, she gains the rend special ability with her claw attacks that deals damage equal to her base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, she gains the pounce ability but can only attack with her natural weapons when using it. At 16th level, she gains a rake attack with her claw attacks.
This ability replaces fast movement.

Hybrid Rage (Ex): When a werewolf enter rage change into a hybrid wolf-humanoid form. A werewolf start a rage as a full-round action instead of a free action. Using a full-round action to start a hybrid rage does not count towards the number of rounds a werewolf can rage in a day. The werewolf can also start a hybrid rage as an immediate action after taking damage from an attack. While in rage, the werewolf bonus to her Strength and Constitution is reduced by 2 (or her bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls is reduced by 1 for an Unchained Barbarian) but she gains darkvision 60 ft., low-light vision, scent and +2 natural armor. This reduction of bonus apply even when the bonus increase with Greater and Mighty Rage (for a +4 Str-Con/+2 with Greater and +6 Str-Con/+3 with Mighty) but Greater increase the natural armor to +4 and Mighty to +6. Hybrid rage is a polymorph effect but unlike normal polymorph, a werewolf’s gear does not meld into this form and it stack with abilities that change the size but only if generated by a rage power (like Abyssal Blood).
This ability alter rage, greater rage and mighty rage.

Lunar Bay (Ex): While in a hybrid rage or wolf transformation, the werewolf can howl fiendishly as a swift action, causing allies to feel encouraged and enemies to feel frightened. Allies within 30 feet receive a +2 morale bonus to Attack rolls, Saving Throws, and Skill checks, while enemies within 30 feet must make a Will save (DC 10 + half of the barbarian’s level + her Charisma modifier) or become shaken for a duration of 1 round + 1 round per four barbarian levels. These bonuses (for allies) and penalties (of shaken) increase by 1 per four barbarian levels. Lunar bay can be used once per hybrid rage. This replace the rage power of 2nd level.

Wolf Empathy (Ex): The werewolf can improve the attitude of wolves and wolf-like creatures like worg, winter wolf, wolfwere and werewolf. This ability acts as wild empathy (use the barbarian’s level as her druid level) except it affects only this creatures despite their intelligence score. The werewolf can only use this ability while using hybrid rage or wolf transformation.

Shifting Resistance (Ex): Starting at 2nd level, the werewolf gains DR/silver equal to half her barbarian level (minimum 1) when in hybrid rage or wolf transformation. The werewolf also gains immunity to lycanthropy. At 9th level the DR/silver becomes DR/silver and magic.
This ability replaces damage reduction.

Wolf Transformation (Ex): At 3rd level, a werewolf can take on wolf form. Wolf transformation works like hybrid rage except spending a round of rage grants the werewolf the ability to be in wolf transformation for one minute (a fraction of a minute rounds up to one round). In addition to the benefits of hybrid form, in wolf form the werewolf has a speed of 50 feet, gains the trip monster ability with her bite and can use Charisma-, Dexterity-, or Intelligence-based skills or any ability that requires patience or concentration without penalty. A werewolf does not lose her ability to speak while in wolf form. All items the werewolf carries meld into her body in this form. When in wolf transformation, the werewolf cannot use rage powers. The werewolf cannot use wolf transformation when wearing heavy armor or carrying a heavy load. A werewolf is fatigued after the transformation for a number of rounds equal to 2 times the number of minutes spent in the transformation.
This ability replaces danger or trap sense +1.

Lunar Link (Ex): At 5th level, the werewolf gains a +2 insight bonus on Perception, Stealth, and Survival checks while under direct moon light and during the entire day of the full moon, including the two days before and after the full moon (during this phase, the werewolf gains the bonus during night and day, regardless of being under moonlight). This bonus increases by +1 every four barbarian levels beyond 5th.
This replace the rage power of 6th level.

Fast Transformation (Ex): At 6th level, a werewolf can activate Hybrid Rage as a standard action instead of a full-round action. Transforming in this way spends a round of rage.
This ability replaces danger or trap sense +2.

Dire Wolf Shape (Ex): At 9th level, when transforming into the wolf transformation the werewolf can choose a dire wolf form instead. The werewolf must choose which wolf form she is becoming when starting a transformation. The dire wolf form causes the werewolf to increase her size by one size category. This size increase grants the werewolf a +4 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 10), and a +2 size bonus to Constitution. The werewolf’s bite attack also increases by one size category.
This ability replaces danger or trap sense +3.

Improved Fast Transformation (Ex): At 14th level, a werewolf can activate Hybrid Rage as a move action. Transforming in this way spends a round of rage.
This replace the rage power of 14th level.

Werewolf’s Fury (Ex): At 15th level, a werewolf gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the werewolf can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon, gaining a third iterative attack at a –10, and gaining a fourth iterative attack at –15 (only when she reach BAB +16 she can make the fourth iterative attack). When she does so, all her other natural weapons count as secondary.
This ability replaces danger or trap sense +4.

Tireless Rage (Ex): Tireless rage apply even to wolf transformation.

Shifting Forms (Ex): At 18th level, when a werewolf is transformed, she can change between hybrid rage and wolf transformation as a swift action without ending the transformation.
This ability replaces danger or trap sense +5.
Oh this is cooooool. I love werewolves and their aesthetic, and always thought they got the naughty word end of the stick in pathfinder.

I honestly really like this class. I'm going to make a character implement it and see how it goes. I may make this a cursed class as well meaning someone might get infected with lycanthrope and I may force them to take this class instead of the regular template.
 

Obly99

Hero
Oh this is cooooool. I love werewolves and their aesthetic, and always thought they got the naughty word end of the stick in pathfinder.

I honestly really like this class. I'm going to make a character implement it and see how it goes. I may make this a cursed class as well meaning someone might get infected with lycanthrope and I may force them to take this class instead of the regular template.
We have made a similar concept in the last campain. When a character made a pact for be possessed by a Spectre for power, instead of gaining the Possessed corruption (Possessed – d20PFSRD ), he gains the Ghost companion of the Haunted One class (3pp/revisited class similar to the spiritualist, but instead of the Phantom you gain an incorporeal undead like Spectre or ghost that scale in a similar way of an animal companion) using his HD as his Haunted One level but at the next level up he must pick the first level in that cclas (still using his total level for the companion). I will post tomorrow the Haunted One.
 


Obly99

Hero
Natural Werewolf Race (12 RP)
The original version before the changes can be found here (Bite Me! Werewolves - Misfit Studios | Pathfinder | DriveThruRPG.com)
Werewolf Racial Traits
+2 Dexterity, +2 Charisma, –2 Intelligence: Werewolves are charismatic and agile, two traits necessary
when hunting as part of a pack. However, they find solo intellectual pursuits daunting, preferring the company of others. (0 RP)
Two Bloods: Werewolves are humanoids with the shapechanger subtype, and one other humanoid
(e.g., elf, orc, or human) subtype chosen by the player, and referred to as their Base Race. They count as that humanoid type for purposes of prerequisites. Werewolves gain no abilities from this second type beyond physical appearance, although they remain vulnerable to effects and abilities that specifically target it. (1 RP)
Medium Size: Werewolves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Werewolves have a base speed of 30 feet. (0 RP)
Low-Light Vision: Werewolves see twice as far as humans in conditions of dim light. (1 RP)
Lycanthropic Empathy: In any form, werewolves can communicate and empathize with wolves and oth-
er animals related to their animal form (but not hell-hounds or other outsiders or magical creatures). They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. (1 RP)
Beast Senses: Werewolves receive a +2 racial bonus to Perception. (2 RP)
Creatures of the Wild: Werewolves receive a +2 racial bonus to Survival. (2 RP)
Beast Form (Su): All natural werewolves may shift to a single beast form, that of their Base Animal, the wolf. The statistics, natural attacks, size, and abilities of the beast form are listed below, and advance at the listed level and in the listed manner. When transformed, use the ability scores of the Base Character or the Base Animal, whichever are greater. Hit points and saving throws remain those of the Base Character as potentially modified by the Beast Form’s ability scores, with any extra hit points granted by the change in forms being treated as temporary hit points. Equipment melds with the shift in form. The shift is a standard action that does not provoke attacks of opportunity, but a natural werewolf can shift forms as a move-equivalent action that doesn’t provoke attacks of opportunity by making a DC 15 Constitution check. A natural werewolf may remain transformed for a number of hours per day equal to its Constitution Modifier + character level (minimum 1). This duration does not need to be consecutive, but must be spent in 1-hour increments. Natural werewolves do not suffer from a compulsion to transform into wolf form when the full moon is visible. A slain werewolf reverts to its humanoid form, although it remains dead. Except where detailed here, this effect functions as the Change Shape ability listed in the basic lycanthrope template in the Bestiary. (6 RP)
Lycanthropic Resilience: In beast, hybrid form, or primal form, a werewolf gains DR 2/silver, which increases by 2 points every odd level, to a maximum of DR 10/silver at 9th level. (5 RP)
Vulnerability: Werewolves are especially vulnerable to the poison wolfsbane, and suffer a –2 penalty on their saves against it, and a –1 against spells that utilize it as an additional material component. (-2 RP)
Vulnerability: Werewolves are especially vulnerable to silver. They never apply DR to silver attacks, no matter the source of the DR, and take an additional 1d6 points of damage from any damage from a silver source. (-4 RP)
Languages: Werewolves speak Common, and the racial or regional language of their Base Race.
Werewolves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (0 RP)

Beast Form Modifications
Size
Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex
15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent

7th-Level Advancement
Size
Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4

Hybrid Form [General, Lycanthrope]
Prerequisites:
Lycanthrope, character level 6th or higher.
Benefit: When changing forms using your Beast Form ability, you may now choose to transform into your base animal, or into that of a hybrid form of the same size as your humanoid form that blends your beast form with your base race. When transformed into hybrid form, you do not gain the normal benefits of transforming with your Beast Form racial ability. Instead, you gain the following benefits: you gain a racial bonus to Strength and Constitution of +2 that stacks with any existing racial bonuses, you gain the additional sensory qualities of your Beast Form (if any), the abilities of the Beast Form of your level (if any).
You gain a primary bite natural attack (deals piercing and slashing damage) with every non-vestigial head and two primary claw natural attacks (deal slashing damage) (if the Beast Form is a herbivorous creature instead you gain two slam attacks which deals bludgeoning damage) plus any natural attack the animal form possess, all of which deal 1d6 points of damage (for medium-sized Lycanthrope). Because your hands are clumsy and illequipped to wield weapons while in this form, you suffer a -2 penalty to attack rolls made
with manufactured weapons, and to the use of skills, such as Sleight of Hand and Disable Device, that rely on fine manipulation. If you do wield a manufactured weapon, any natural attacks you make are treated as secondary attacks, instead. While in hybrid form, you suffer a -4 to all Charisma-based skills and rolls except for Intimidate with creatures without the shapechanger subtype or the Lycanthropic Empathy Diplomacy check. This is a polymorph effect. Unlike other polymorph effects, your gear does not meld into your body with this transformation, but instead remains equipped and functions normally.

Primal Form [General, Lycanthrope]
Prerequisites:
Lycanthrope, character level 8th or higher.
Benefit: When changing forms using your Beast Form racial ability, you may now choose to transform
into a normal creature, or into a more powerful, primitive version of your base animal. When transforming into your primal form, you gain all of the normal benefits and drawbacks of your beast form plus the follow-
ing benefits: you gain a +4 racial bonus to Strength and Constitution that stacks with existing racial bonuses; your natural armor bonus increases by +6; your base land speed increases by +10 feet; The damage of your primary attack in primal form increases one die step along the following progression: 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8. This is a polymorph effect.
 


Obly99

Hero
Haunted One
Original version here (Haunted One)
Where the veil between life and afterlife is thin, souls of the deceased leak through. These souls are often tied to the place or cause of their death, but on occasion a ghost will stray from their posts to torment the living. Some poor souls find that they attract an unusually high amount of attention from these wandering spirits. While most of these poor tormented sods end up in an early grave, a hardy few soldier on. Reaching a degree of peace with their tormentor, these haunted ones become conduits for the rage of the afterlife, channeling the power of their ghostly assailants against those that would stand in their way.

Hit Dice: D6.

Role: A haunted one is able to quickly offer damage over a large area using the power of his TK storm ability, and can use his ghastly companion to harass and damage his enemies. Eventually, the haunted one can use his powers to shape the battlefield, and control his enemies through possession. Charisma is important to a haunted one, as it determines the strength of their spells and abilities, and the size of their geist pool. Constitution keeps him from joining his ghastly companion in the afterlife, and extra Dexterity can help the haunted one survive without heavy armor.

Alignment: Any.

While most haunted one’s are sullen and resentful because of their situation, it isn’t unheard of for a particularly noble haunted one to wield his spectral ally as a weapon against evil. On the other hand, a wicked haunted one has no qualms unleashing the full chaotic might of his ghostly ally on the unsuspecting world.

Starting Wealth: 5d6 × 10 gp (average 175 gp.). In addition, each character begins play with an outfit worth 10 gp or less.


Class Skills
The haunted one’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: The Haunted One
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+0​
+0​
+0​
+2​
Geist pool, ghastly companion, knacks, shared consciousness, spells, TK storm​
2nd​
+1​
+0​
+0​
+3​
Bonded sense, ghost trick​
3rd​
+1​
+1​
+1​
+3​
Ghost sight, soul guard​
4th​
+2​
+1​
+1​
+4​
Ghost trick, seance​
5th​
+2​
+1​
+1​
+4​
Dead whispers, strike the soul​
6th​
+3​
+2​
+2​
+5​
Ghastly recall, ghost trick, TK barrier​
7th​
+3​
+2​
+2​
+5​
Spirit blade​
8th​
+4​
+2​
+2​
+6​
Ghastly possession 1/day, ghost trick​
9th​
+4​
+3​
+3​
+6​
One of us​
10th​
+5​
+3​
+3​
+7​
Fused consciousness, ghost trick​
11th​
+5​
+3​
+3​
+7​
Soul guard (possession)​
12th​
+6/+1​
+4​
+4​
+8​
Ghastly possession 2/day, ghost trick​
13th​
+6/+1​
+4​
+4​
+8​
Ghastly power​
14th​
+7/+2​
+4​
+4​
+9​
Ghost trick, spiritual bond​
15th​
+7/+2​
+5​
+5​
+9​
Sudden barrier​
16th​
+8/+3​
+5​
+5​
+10​
Ghastly possession 3/day, ghost trick​
17th​
+8/+3​
+5​
+5​
+10​
Dead soul​
18th​
+9/+4​
+6​
+6​
+11​
Ghost trick​
19th​
+9/+4​
+6​
+6​
+11​
Lost soul​
20th​
+10/+5​
+6​
+6​
+12​
Ghastly possession 4/day, ghost trick, path of the grave​


Class Features

The following are the class features of the haunted one.

Weapon and Armor Proficiency

The haunted one is proficient in simple weapons, but not with any type of armor or shield.

Spellcasting
A haunted one casts psychic spells drawn from the spiritualist spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level. To learn or cast a spell, a haunted one must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a haunted one’s spell equals 10 + the spell level + the haunted one’s Charisma modifier.

A haunted one can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Haunted One Spell per Day. In addition, he receives bonus spells per day if he has a high Charisma score.

A haunted one’s selection of spells is limited. A haunted one begins play knowing four 0-level spells and two 1st-level spells of the haunted one’s choice. At each new spiritualist level, he learns one or more new spells as indicated on Table: Haunted One Spells Known. Unlike his number of spells per day, the number of spells a haunted one knows does not affect his Charisma score. The numbers on Table: Haunted One Spells Known are fixed.

Upon reaching 5th level, and at every third haunted one level thereafter (8th, 11th, and so on), a haunted one can learn a single new spell in place of one he already knows.

In effect, the haunted one loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level haunted one spell he can cast. A haunted one can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Knacks: A haunted one learns a number of knacks, or 0-level psychic spells, as noted on Table: Haunted One Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.

Table: Haunted One Spell per Day
Level
1st
2nd
3rd
4th
5th
6th
1st
1​
-​
-​
-​
-​
-​
2nd
2​
-​
-​
-​
-​
-​
3rd
3​
-​
-​
-​
-​
-​
4th
3​
1​
-​
-​
-​
-​
5th
4​
2​
-​
-​
-​
-​
6th
4​
3​
-​
-​
-​
-​
7th
4​
3​
1​
-​
-​
-​
8th
4​
4​
2​
-​
-​
-​
9th
5​
4​
3​
-​
-​
-​
10th
5​
4​
3​
1​
-​
-​
11th
5​
4​
4​
2​
-​
-​
12th
5​
5​
4​
3​
-​
-​
13th
5​
5​
4​
3​
1​
-​
14th
5​
5​
4​
4​
2​
-​
15th
5​
5​
5​
4​
3​
-​
16th
5​
5​
5​
4​
3​
1​
17th
5​
5​
5​
4​
4​
2​
18th
5​
5​
5​
5​
4​
3​
19th
5​
5​
5​
5​
5​
4​
20th
5​
5​
5​
5​
5​
5​

Table: Haunted One Spells Known
Level
0th
1st
2nd
3rd
4th
5th
6th
1st
4​
2​
-​
-​
-​
-​
-​
2nd
5​
3​
-​
-​
-​
-​
-​
3rd
6​
4​
-​
-​
-​
-​
-​
4th
6​
4​
2​
-​
-​
-​
-​
5th
6​
4​
3​
-​
-​
-​
-​
6th
6​
4​
4​
-​
-​
-​
-​
7th
6​
5​
4​
2​
-​
-​
-​
8th
6​
5​
4​
3​
-​
-​
-​
9th
6​
5​
4​
4​
-​
-​
-​
10th
6​
5​
5​
4​
2​
-​
-​
11th
6​
6​
5​
4​
3​
-​
-​
12th
6​
6​
5​
4​
4​
-​
-​
13th
6​
6​
5​
5​
4​
2​
-​
14th
6​
6​
6​
5​
4​
3​
-​
15th
6​
6​
6​
5​
4​
4​
-​
16th
6​
6​
6​
5​
5​
4​
2​
17th
6​
6​
6​
6​
5​
4​
3​
18th
6​
6​
6​
6​
5​
4​
4​
19th
6​
6​
6​
6​
5​
5​
4​
20th
6​
6​
6​
6​
6​
5​
5​

Geist Pool (Su)
Even at 1st level, the haunted one gains limited control over the ghost who haunts him and has learned to focus the spirit’s attention. He gains a pool of geist points equal to his class level + his Charisma modifier, which he can use to activate his class features (such as TK storm). The pool refills after 8 hours of rest, or it can be refilled by allowing the ghastly companion to possess the haunted one (see below).

Ghastly Companion (Su)
At 1st level, the haunted one has determined the exact nature of his unwelcome spectral ‘friend’. The haunted one chooses a particular type of ghost to be the one that haunts his soul. Once the nature of the ghastly companion has been chosen it cannot be changed, unless the ghastly companion is somehow forcibly removed from the haunted one (such as by an exorcism). In such an event, the haunted one attracts the attention of a new ghastly companion after 30 days or when he gains a new level in haunted one, whichever comes first. Different ghosts have different abilities, but all ghosts advance in power in a similar fashion (see Table: Ghastly Companion Advancement).

The ghastly companion forms a link with the haunted one, who forever after can either harbor the creature within his consciousness or manifest it as an incorporeal entity. A ghastly companion has the same alignment as the haunted one, and it can speak all the languages its “friend” can. A haunted one can harbor his ghastly companion in his consciousness (see the shared consciousness class feature), or fully manifest it. A fully manifested ghastly companion is treated as a summoned creature from the Negative Energy Plane.

A haunted one can fully manifest his ghastly companion through a ritual that takes 1 minute to perform. When the ghastly companion is fully manifested, the haunted one can change the form of the ghastly companion’s manifestation (either from ectoplasmic to incorporeal or vice versa if he has the ectoplasmic form manifestation) as a full-round action that provokes attacks of opportunity. If he has the ectoplasmic form manifestation, the haunted one can chose the form of the ghastly companion’s manifestation. When the ghastly companion manifests, its hit points are unchanged from the last time it manifested, unless the ghastly companion was slain and returned to the Negative Energy Plane; in this case, the ghastly companion manifests with half its maximum number of hit points.

The ghastly companion does not heal naturally, and can be healed only with magic. The ghastly companion stays fully manifested until it is either returned to the haunted one’s consciousness (a standard action) or banished to the Negative Energy Plane. If the ghastly companion is banished to the Negative Energy Plane, it can’t return to the haunted one’s consciousness or manifest again for 24 hours.

While fully manifested, a ghastly companion can’t be returned to the Negative Energy Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the haunted one is unconscious or asleep, the ghastly companion immediately returns to the haunted one’s consciousness. If the haunted one dies, the ghastly companion is returned to the Negative Energy Plane after finishing the rounds of rampage (see mortal anchor), and can’t return to the haunted one’s consciousness until 24 hours after the haunted one is brought back to life.

A ghastly companion can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the haunted one’s consciousness, as the ghastly companion is protected from such effects by the power of the haunted one’s psyche.

Ghastly companions are self-involved, egocentrics, even jealous, creatures that do not play well with other summoned companions.

A ghastly companion refuses to manifest in the presence of an eidolon or other creatures summoned by the ghastly companion’s master. Furthermore, if a ghastly companion is manifested when such a creature is summoned, it immediately retreats into its haunted one’s consciousness, and will not manifest again until the summoned is dismissed.

The haunted one can, as a swift action that doesn’t provoke an attack of opportunity, relinquish control of his body to his ghastly companion for a number of rounds equal to his Charisma modifier (minimum 1). The ghastly companion must be within 10 feet of the haunted one or the possession attempt fails. As long as the ghastly companion is in control, the haunted one cannot directly control his actions. Instead, the player maybe suggest which actions he wishes to take, and the GM decides if the ghost follows through with the suggestion. A haunted one that gets along with this ghastly companion will find his suggestions followed, while one that antagonizes his companion will likely be ignored. While in control, the ghastly companion has access to all of it’s normal abilities in addition to the abilities of the haunted one. For the purpose of abilities like TK storm, the ghastly companion is considered to be in the same square as the haunted one. The haunted one can attempt to end this effect early with a Will save (DC 15 + ½ haunted one level). If a spell would prevent the haunted one from being possessed, such as protection from evil, the effect ends immediately. In exchange for giving up control, the haunted one gains 1 geist point each round the ghastly companion possesses him. The haunted one cannot gain more points per day in this fashion than his level + his Charisma modifier (minimum 1 point). In addition, due to its tie to its haunted one, a ghastly companion is immune to command, control and turn attempts.

Shared Consciousness (Su)
At 1st level, while a ghastly companion is confined in a haunted one’s consciousness (but not while it’s fully manifested or banished to the Negative Energy Plane), it grants the haunted one a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.

Lastly, once per day, when the haunted one fails a saving throw against a mind-affecting effect, as an immediate action he can shunt that effect into the ghastly companion’s section of his consciousness instead. When he does so, he is not affected by the mind-affecting effect, but for the normal duration of that effect, the haunted one loses the bonuses on saving throws against mind-affecting effects granted by his ghastly companion, and can’t use this ability to shunt a mind-affecting effect into the ghastly companion’s consciousness or manifest his ghastly companion in any way. When a mind-affecting effect is shunted into the ghastly companion’s consciousness, spells such as dispel magic and break enchantment can be cast on the haunted one to end the effect’s duration as if the haunted one were affected by the mind-affecting effect.

TK Storm (Sp)
At 1st level, the haunted one can drive his ghastly companion into a mad frenzy, creating a whirling tornado of deadly debris. As a standard action that costs 1 geist point, the haunted one can cast telekinesis as a spell-like ability, using his haunted one level as his caster level. The haunted one must select the ‘violent thrust’ option, and can only target a creature within 30 feet of the haunted one or his ghastly companion. The haunted one can manipulate triple the amount of weight that can normally be manipulated with telekinesis and does not have a maximum limit at 15th level (this effective allow a haunted one to manipulate 75 pound of object per level with telekinesis). The haunted one must spend a geist point each turn to sustain a TK storm. Make an attack roll for each item or creature thrown, using the haunted one’s level + his Charisma modifier. Weapons deal their normal damage, with no Strength bonus, but the haunted one may dedicate a number of objects thrown to a single attack roll, up to a maximum of his Charisma modifier, and roll all their damage together with an attack from a single weapon in the group. Other objects deal damage based on their size and weight (see Chapter 9: Spells in the Core Rulebook for more details). If the haunted one attempts to pick up a creature is a TK storm, the DC to resist is 10 + ½ haunted on level + Charisma modifier.

Sidebar: Strange and magical projectiles
In the heat of battle, it is possible that abnormal debris will become picked up by a TK storm. Objects such as alchemist’s fire and holy water affect their targets as though they were thrown normally. If the TK storm picks up a magical weapon, it deals damage as a magical weapon. A +5 flaming greataxe is still a magical weapon, even if nobody is technically wielding it.

Sidebar: What’s TK?
TK is a commonly accepted abbreviation of telekinetic or telekinesis.

Bonded Senses (Su)
At 2nd level, as a standard action, a haunted one can share the senses of his manifested ghastly companion, hearing, seeing, smelling, tasting, and feeling everything his ghastly companion does. He can use this ability a number of minutes per day equal to his haunted one level, but those minutes do not need to be consecutive. There is no maximum range for this effect, but the ghastly companion and the haunted one must be on the same plane. The haunted one can end this effect as a free action. This ability is used in 1-minute increment.

Ghost Trick
As he grows in power, the haunted one gains a rapport with his ghastly companion and begins to learn how to turn his unfortunate circumstance into a battlefield advantage. At 2nd level and every even-numbered level after that, the haunted one selects a ghost trick. A ghost trick can only be taken once unless otherwise noted. A haunted one can select from the following ghost tricks:

  • Bonded Life (Su): As a swift action, the haunted one can spend 1 geist point to invert his affinity towards life and death. This causes negative energy to heal him and positive energy to deal damage to him, as though he were an undead creature. Alternatively, the haunted one can invert the affinity of his ghastly companion so that it reacts to positive and negative energy as a living creature instead of an undead. These abilities may be activated separately or at the same time, and last until the haunted one spends another swift action to end the effect. Each round this effect is active, the haunted one loses 1 geist point. The haunted one must be at least 8th level to take this ghost trick.

  • Ectoplasmic Form (Su): The haunted one’s ghastly companion can take a physical form. In ectoplasmic form, the ghastly companion lose the incorporeal subtype, incorporeal traits, fly speed and the profane bonus to the armor class. It gains a natural armor bonus equal to the former deflection bonus and an armor bonus equal to the former profane bonus to armor class. It gains a Strength bonus equal to its Dexterity bonus and a land speed of 30 ft. The haunted one must have the reliquary gift ghost trick to take this ghost trick.

  • Fear the Grave (Su): The haunted one’s ghastly companion gains the frightful presence monster ability with a range of 30 feet. Creatures within 30 feet of the ghastly companion must make a Will save (DC 10 + ½ haunted one level + haunted one’s Charisma modifier) or become frightened for 3d6 rounds. This only affects creatures with less Hit Dice than the haunted one and does not affect the haunted one. The haunted one must be 14th level to select this ghost trick.

  • Freaky Flier (Su): While the ghastly companion is controlling the haunted one (see the ghastly companion ability for details), the haunted one has a fly speed equal to his ghastly companion’s fly speed, with poor maneuverability. The haunted one must be at least 12th level to select this ghost trick.

  • Geistblade (Su): As long as the ghastly companion is controlling the haunted one (see the ghastly companion ability for details), any weapon wielded by the haunted one gains a supernatural version of the throwing and returning magic weapon abilities. A haunted one must have the phantom knight ghost trick and be at least 12th level to take this ghost trick.

  • Hearing Heartbeats (Su): The haunted one’s ghastly companion gains the lifesense universal monster ability with a 60 foot range, allowing the ghastly companion to sense living creatures as though it had blindsight. While confined in the haunted one’s consciousness (but not while it’s fully manifested or banished to the Negative Energy Plane), it grants the haunted one this lifesense. The haunted one must be at least 8th level to select this ghost trick.

  • Phantom Friend (Su): The haunted one becomes immune to the special attacks and special abilities of his ghastly companion. He must still save against the effects of creature similar to his ghastly companion, and against the effects of other ghastly companions.

  • Phantom Knight (Ex): The haunted one’s ghastly companion becomes proficient with martial weapons and shields (but not tower shields), using the ghastly companion's Dexterity modifier in place of its Strength. The item is still a corporeal item. The haunted one must have the reliquary gift ghost trick to take this ghost trick.

  • Poltergeist’s Mischief (Su): Choose a combat maneuver gained with poltergeist’s trickery. The haunted one can spend 1 geist point as a swift action to have his ghastly companion perform that combat maneuver against any target within 30 feet. The haunted one must have taken the poltergeist’s trickery ghost trick in order to take this ghost trick.

  • Poltergeist’s Trickery: The haunted one and his ghastly companion both gain one of the following feats, even if they don’t meet the prerequisites: Improved Trip, Improved Bull Rush, Improved Disarm, Improved Steal, Improved Sunder. The haunted one can take this ghost trick more than once; each time he chooses a new feat.

  • Reliquary Gift (Su): The ghastly companion can interact with items and surroundings as if it had perpetually equipped an amulet of grasping souls (without having occupied the neck slot).

  • Specter’s Shield (Su): As long as the ghastly companion is controlling the haunted one (see the ghastly companion ability for details) or confined inside the haunted one consciousness, the haunted one adds his Charisma modifier to his AC as a deflection bonus. The haunted one must be at least 8th level to select this ghost trick.

  • TK Tornado (Su): TK storm can now target creatures within 60 feet of the haunted one or ghastly companion.

  • Unlife to the Lifeless (Sp): The haunted one can spend a use of ghastly possession to drive his ghastly companion into an object, creating the effects of animate objects, using his haunted one level as his caster level. Only a single object can be animated in this fashion. The haunted one must be 12th level and have the ghastly possession ability to take this ghost trick.

  • Whispered Secrets (Ex): Choose one Knowledge skill. The haunted one can use his ghastly companion’s HD instead of his normal ranks in the chosen Knowledge skill. This ghost trick can be taken more than once; each time the haunted one chooses a new Knowledge skill.
Ghost Sight (Su)
Dealing with a phantom all the time has trained the haunted one to spot the tell-tale signs of spectral entities. A 3rd level haunted one gains the benefits of a constant detect undead, but it only functions on undead creatures with the incorporeal subtype. A haunted one can, as a move action, concentrate on a single individual within 60 feet and determine if it is undead, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the haunted one does not detect undead in any other individual within range.

Soul Guard (Su)
Constant exposure to the taint of undeath has given the haunted one a growing resilience to the powers of the undead. At 3rd level, the haunted one gains a +1 competence bonus on all saves against spells and effects from undead creatures. This bonus increases by an additional +1 for every 3 levels after 3rd, to a maximum of +5 at 18th level.
At 11th level, the haunted one becomes immune to possession effects (such as the spell magic jar and possession or a ghost’s malevolence special ability) not originating from his own class abilities while his ghastly companion is confined in his consciousness.

Seance (Sp)
Being so close to the afterlife allows the haunted one to reach out and speak with the departed. At 4th level, the haunted one can cast speak with dead as a spell-like ability using his haunted one level as his caster level. The haunted one can use seance 3 times per day.

Dead Whispers (Ex)
Speaking with the dead is easy; understanding them is another matter altogether. At 5th level, the haunted one automatically understands any language spoken by an undead creature or a spirit (like the spells call spirit, speak with dead, and speak with soul) and they understand him in turn. This acts like a mundane tongues spell, but only works when the haunted one is interacting to an undead creature or a spirit.

Strike the Soul (Su)
As the unnatural energies of the afterlife seep into the haunted one’s being, they allow him to become ghostlike for a short moment, which is more than enough to drive a dagger into someone’s heart. At 5th level, the haunted one can spend 2 geist points to make a single melee attack as an incorporeal touch attack as a standard action. If he hits with the attack, he deals damage as normal, but the damage type is converted to negative energy. This ability has no effect on creatures that expressly lack a soul (normal constructs, unintelligent undead); should the haunted one attempt to attack such a creature with strike the soul, the attack passes harmlessly through the creature and is wasted. This negative energy damage cannot heal undead creatures or creatures with negative energy affinity.

Ghastly Recall (Su)
At 6th level, as either a swift or an immediate action, a haunted one can call his manifested ghastly companion to his side or back into his consciousness.
This ability functions as dimension door, using the haunted one’s class level as the caster level. When the haunted one calls the ghastly companion in this way, the ghastly companion appears adjacent to the haunted one (or as close as possible, if all adjacent spaces are occupied).
The haunted one can use this ability once per day at 6th level, plus one additional time per day for every 4 haunted one levels he possesses beyond 6th.

TK Barrier (Su)
As he grows more comfortable harnessing the power of his ghostly companion, the haunted one learns to turn the ghost’s offensive powers towards his own defense. At 6th level, the haunted one can spend 1 geist point as a move action to create a floating barrier of debris within 30 feet of his position. The haunted one can create a 5 x 5 ft. plane of debris for every 2 haunted one levels. The squares can be in any orientation, but the barrier must be continuous. These barriers provide partial cover for all creatures, except against the haunted one and his ghastly companion who take no penalty for firing through their own TK barrier. A creature can attempt a Strength check to burst through the barrier (DC 10 + haunted one’s Charisma modifier). In addition, incorporeal creatures treat these barriers as solid objects. The haunted one must spend 1 geist point as a swift action each turn to maintain a TK barrier. The haunted one cannot use his TK storm ability while he is maintaining a TK barrier, and likewise he cannot create a TK barrier in the same turn he has attacked with his TK storm.

Spirit Blade (Su)
The haunted one has learned how to best combat the angry ghosts of the world and can turn cold steel into a potent weapon able to harm the incorporeal. At 7th level, while he has at least 1 geist point remaining, any weapon wielded by the haunted one or his ghastly companion is treated as having the ghost touch magic weapon ability. In addition, all projectiles thrown using TK storm gains the ghost touch magic weapon ability.

Ghastly Possession (Su)
The haunted one can attempt to drive his ghastly companion into another creature, allowing his phantom friend to control the subject like a puppet. At 8th level, the haunted one can command his manifested ghastly companion to attempt to possess a target for a number of rounds equal to the haunted one’s Charisma modifier (minimum 3 rounds). A Will save (DC 10 + ½ haunted one level + Charisma modifier) negates the effect. This acts like the spell magic jar, except that there is no receptacle involved; the soul of the target is temporarily subdued for the duration of the effect. The haunted one must maintain line of sight with the possessed target or the effect ends. The haunted one cannot exert direct control over the possessed subject; he can provide suggestions and requests, and the GM decides if the ghastly companion follows or ignores the haunted one. See the ghastly companion unreliable and reliable abilities for details. Any effects that originate from the ghastly companion continue to function normally. The ghastly companion can only possess a single creature at a time. Should the haunted one have his ghastly companion possess a new creature, the current victim is freed.
At 8th level, the haunted one can use ghastly possession once per day. At 12th level, and every 4 levels after that, the haunted one can use ghastly possession an additional time per day, up to 4 times a day at level 20.

One of Us (Su)
Having a ghost bonded to your soul changes a person, and the haunted one slowly begins to resemble death warmed over. At 9th level, mindless undead perceive the haunted one as an undead creature and do not attack the haunted one or his ghastly companion unless the haunted one or his ghastly companion attacks them first or if the mindless undead are commanded by their controller to attack the haunted one. Also, the haunted one improves the initial attitude of all intelligent undead creatures who can see him by 1 step (hostile to unfriendly, unfriendly to indifferent, and so on). A Will save (DC 10 + ½ haunted one’s level + Charisma modifier) negates this improved of attitude.

Fused Consciousness (Su)
At 10th level, a haunted one always gains the benefits of bonded senses when his ghastly companion is manifested. He also gains the bonus to mind-affecting spells, even when his ghastly companion is manifested. Lastly, he can shunt the effect of a mind-affecting effect into the consciousness of his ghastly companion as the shared consciousness ability even when the ghastly companion is manifested, but doing so causes the ghastly companion to immediately retreat back into the haunted one’s consciousness.

Ghastly Power (Su)
The ghastly companion has manifested enough power to act on its own, and now nothing is safe. At 13th level, the ghastly companion, when manifested, can activate the haunted one’s TK storm ability as a full-round action. The haunted one loses 1 geist point each time his ghastly companion activates his TK storm but can otherwise spend his turn however he wishes. The TK storm ability can only be used once per round.

Spiritual Bond (Su)
At 14th level, a haunted one’s life force becomes intrinsically linked with the ghastly companion’s spiritual essence. As long as the ghastly companion has 1 or more hit points, when the haunted one takes damage that would reduce him to fewer than 0 hit points, those points of damage are transferred to the ghastly companion instead. This transfer stops after the ghastly companion takes all the points of damage or the ghastly companion is reduced to 0 hit points. In the latter case, points of damage dealt in excess of this limit are dealt to the haunted one. This ability affects only effects that deal hit point damage.

Sudden Barrier (Su)
Flying debris can prove just as much a shield as a weapon in the hands of the haunted one. At 15th level, the haunted can spend 2 geist points as an immediate action to create a single 5 x 5 ft. TK barrier. The haunted one can use sudden barrier even if he has used TK storm this turn.

Dead Soul (Su)
Being so close to the land of the dead renders the haunted one increasingly dead inside, providing resilience against the necromantic energies. At 17th level, the haunted one appearance becomes pale and gaunt, and gains spell resistance equal to 15 + his haunted one level against all non-harmless necromancy spells.

Lost Soul (Ex)
The undead see no difference between the haunted one and the rest of the unliving. At 19th level, intelligent undead creatures with the incorporeal subtype have their starting attitude towards the haunted one improved by an additional step. A Will save (DC 10 + ½ haunted one’s level + Charisma modifier) negates this effect.

Path of the Grave (Su)
At 20th level, the haunted one has become so infused with ghostly power that he is able to pierce the veil holding life from afterlife, and walk with the spirits. The haunted one gains the ability to become incorporeal at will as a swift action. The haunted one can use this ability for up to 1 minute per day per haunted one level. The haunted one can dismisses the effect as a free action. This duration need not be continuous, but it must be spent in 1-minute increments.

Ghastly Companion

Class Level
HD
BAB
Fortitude/Reflex
Will
Feat
Profane Bonus
Dex/Cha Bonus
Special
1st​
2​
+1​
+0​
+2​
1​
+0​
+0​
Deliver touch spell, link, mortal anchor, share spells, unreliable​
2nd​
3​
+2​
+0​
+3​
2​
+2​
+1​
–​
3rd​
3​
+2​
+1​
+3​
2​
+2​
+1​
–​
4th​
4​
+3​
+1​
+4​
2​
+2​
+1​
Ability score increase​
5th​
5​
+3​
+1​
+4​
3​
+4​
+2​
–​
6th​
6​
+4​
+2​
+5​
3​
+4​
+2​
–​
7th​
6​
+4​
+2​
+5​
3​
+6​
+2​
–​
8th​
7​
+5​
+2​
+6​
4​
+6​
+3​
–​
9th​
8​
+6​
+3​
+6​
4​
+6​
+3​
Ability score increase​
10th​
9​
+6​
+3​
+7​
5​
+8​
+4​
Reliable​
11th​
9​
+6​
+3​
+7​
5​
+8​
+4​
–​
12th​
10​
+7​
+4​
+8​
5​
+10​
+5​
–​
13th​
11​
+8​
+4​
+8​
6​
+10​
+5​
–​
14th​
12​
+9​
+4​
+9​
6​
+10​
+5​
Ability score increase​
15th​
12​
+9​
+5​
+9​
6​
+12​
+6​
–​
16th​
13​
+9​
+5​
+10​
7​
+12​
+6​
–​
17th​
14​
+10​
+5​
+10​
7​
+14​
+7​
–​
18th​
15​
+11​
+6​
+11​
8​
+14​
+7​
–​
19th​
15​
+11​
+6​
+11​
8​
+14​
+7​
–​
20th​
16​
+12​
+6​
+12​
8​
+16​
+8​
Ability score increase​

Class Level
This is the haunted one’s class level.

HD
This is the total number of 8-sided (d8) Hit Dice the ghastly companion possesses, each of which is modified by the ghastly companion’s Charisma, as normal.

BAB
This is the ghastly companion’s base attack bonus. A ghastly companion’s base attack bonus is equal to ¾ its Hit Dice.
Ghastly companion s do not gain additional attacks using their natural weapons at higher base attack bonuses.

Skills
A ghastly companion can assign skill ranks to any skills, but it must possess the appropriate appendage to use some skills.
Ghastly companions gains a number of skill ranks equal to 4 + its Intelligence modifier per Hit Die. A ghastly companion can’t have more ranks in a skill than it has Hit Dice.
Ghastly companions class skills are Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Feats
This is the total number of feats possessed by a ghastly companion. A ghastly companion can select any feat it qualifies for, but it must possess the appropriate appendage in order to use some feats.

Profane Bonus
The number noted here is the profane bonus to armor class when it manifests as an incorporeal creature. An incorporeal ghastly companion can’t wear armor of any kind, as the armor interferes with the haunted one’s connection with the ghastly companion; a ghastly companion may seem to be wearing armor, but this appearance is just an illusory part of its appearance.
The ghastly companion is an undead with the incorporeal subtype and has the following traits.

Undead Traits
  • No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
  • Darkvision 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.

Incorporeal Traits
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Special
This column includes a number of abilities gained by all ghastly companions as they increase in power. Each of these bonuses is described below.

Deliver Touch Spells (Su)
The ghastly companion can deliver touch spells for the haunted one when fully manifested in incorporeal or ectoplasmic form. The haunted one and the ghastly companion need not be in contact to accomplish this, but the ghastly companion must be within 30 feet and the haunted one must be able to see the ghastly companion. If the haunted one is 12th level or higher, the ghastly companion can deliver touch spells within 50 feet of the haunted one. The haunted one can cast the spell, and then the ghastly companion can deliver the touch as an immediate action. If the touch spell deals damage, the ghastly companion must make the attack roll. The ghastly companion can’t hold the charge of a touch spell cast by the haunted using this ability. If the spell is delivered to the ghastly companion, it must touch a target or the spell is lost. If the spell allows you to touch up to six willing targets, the ghastly companion can accomplish this with an immediate action, but all of the willing targets must be within the ghastly companion’s melee reach at the time.

Link (Su)
A haunted one and his ghastly companion share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the haunted one’s turn, but the haunted one and the ghastly companion must both be conscious to communicate in this way. This allows the haunted one to give orders to his ghastly companion at any time. Magic items interfere with a haunted one’s connection to his ghastly companion; as a result, the haunted one and his ghastly companion share magic item slots.
For example, if the haunted one is wearing a magic ring, his ghastly companion can wear only one magic ring. In the case of a conflict, the items worn by the haunted one remain active, and those worn by the ghastly companion become dormant.
The ghastly companion must possess the appropriate appendages to utilize a magic item.

Mortal Anchor (Ex)
The ghastly companion is bound to the soul of the haunted one. While the exact nature of this bond is up to the player, the result is always the same; the ghost can’t move beyond a certain range of the haunted one. At 1st level the ghastly companion is only able to move up to 100 feet away from the haunted one. At 3rd level, and every odd numbered level after that, the ghastly companion can move an additional 100 feet away from the haunted one. When reach the 20th level, the ghastly companion can move anywhere on the same plane of the haunted one.
Should the haunted one be killed, the ghastly companion flies into a mad rage. It begins to attack the nearest available target to the best of its ability. Should it find itself unable to attack the target for whatever reason, it will berate and verbally abuse the target instead. The ghastly companion will continue to focus on the target unless a better target (an old rival of the haunted one, the killer, an obnoxious divine caster, etc.) presents itself. The ghastly companion is still anchored to the haunted one, and cannot move beyond it’s normal boundary. The ghastly companion remains for a number of rounds equal to the haunted one’s level or his Charisma modifier, whichever is higher. After this, the ghastly companion dissolves into nothing. Should the haunted one be resurrected, his ghastly companion returns to him.

Share Spells (Su)
The haunted one can cast a spell with a target of “you” on his ghastly companion (as a spell with a range of touch) instead of on himself. A haunted one can cast spells from his spell list on his ghastly companion even if the spells normally do not affect creatures of the ghastly companion’s type (undead). This ability does not allow the ghastly companion to share abilities that aren’t spells, even if they function like spells.

Unreliable (Ex)
No ghost relishes the idea of being denied entry to the afterlife. Being bound to a mortal soul is simply an additional insult they must endure. As a result, whenever the ghost is asked a question, there is a 50% chance the ghost will simply lie to the haunted one. The haunted one can attempt a Sense Motive check to determine if the ghastly companion is lying or not. In addition, the ghost goes out of its way to make life unpleasant for the haunted one even when the haunted one tries to be agreeable; it may verbally abuse him, throw loose debris at him, knock his food away, give him unpleasant dreams, or drive away his friends. This can happen even if the ghost is not manifested and is within the consciousness of the haunted one. When possessing the haunted one, the ghost may attempt to overtly embarrass the haunted one. The exact nature of the relationship between the haunted one and the ghastly companion should be discussed with the GM. Regardless, the ghastly companion will always assist the haunted one in combat or in times of crisis, as it recognizes the fact that it will dissolve without its mortal anchor.

Ability Score Increase (Ex)
The ghastly companion adds 1 to one of its ability scores.

Reliable (Ex)
At a certain point, a spirit comes to terms with the haunted one, and no longer actively works against its host. At 10th level the ghastly companion no longer has the unreliable ability, and will answer questions truthfully unless given reason to do otherwise. Additionally, the ghastly companion becomes more pleasant towards the haunted one, and stops aggressively harassing him unless obviously provoked.

Ghastly Companion Choices

Allip
The mad soul of one who took their own life, now trapped in unlife.
Starting Statistics:
Size
Medium; Speed fly 30 ft. (perfect); Ability Scores Str -, Dex 12, Con -, Int 11, Wis 11, Cha 14; Special Attacks incorporeal touch (1 Wisdom damage); Special Qualities undead traits, incorporeal

5th Level Advancement:
Attack
incorporeal touch (1d4 Wisdom damage); Special Attacks babble

Babble (Su)
An allip constantly mutters to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed at a Will save (DC 10 + ½ the undead HD + the allip’s Charisma modifier) or be fascinated for 2d4 rounds. While a target is fascinated, the allip can approach it without breaking the effect, but an attack by any creature ends the effect. Creatures that successfully save cannot be affected by the same allip's babble for 24 hours. This is a sonic, mind-affecting compulsion effect.

Banshee
The spirit of an elven maiden trapped by betrayal; either her own or her lovers.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 5, Wis 14, Cha 15; Special Attacks incorporeal touch (1d4 negative energy plus terror); Special Qualities undead traits, incorporeal; Weakness daylight vulnerability

Daylight Vulnerability (Ex)
A banshee is not powerless in natural daylight, but she does take a -2 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).

9th Level Advancement:
Special Attacks
incorporeal touch (2d6 negative energy plus terror), wail

Terror (Su)
Any creature damaged by a banshee’s touch attack must make a Will save (DC 10 + ½ the undead HD + the banshee’s Charisma modifier). Failure means the target cowers in fear for 1d3 rounds. If a target is protected against fear by a dispellable effect (such as heroes’ feast or mind blank), the banshee’s touch attempts to dispel one such effect with greater dispel magic (caster level equal to the banshee’s HD). Negative energy damage caused by a banshee’s touch can only harm the living; it cannot heal undead. This is a mind-affecting fear effect.

Wail (Su)
Once per minute, but not more than once per day per point of Charisma modifier of the haunted one, a banshee can wail as a full-round action. The wail lasts until the beginning of her next turn. All creatures within 40 feet of the banshee when she begins her wail, as well as all creatures that end their turn within that radius, must make a Fortitude save (DC 10 + ½ the undead HD + the banshee’s Charisma modifier). This save is only required once per wail. Creatures under the effects of a fear effect take a –4 penalty on this save. Those that fail are affected by the wail, taking 1d6 points of damage per haunted one level and are sickened for 1d6 rounds. Creatures that make their save half the damage and negate the sickened condition. If a wailing banshee is damaged during a wail, she must make a Will save (DC 15 + damage taken) to maintain the wail; otherwise it ends. This is a sonic death effect. Banshee wails are supernaturally powerful, and penetrate the effect of any spell of 3rd level or lower that creates silence.

Bhuta
A ghostlike creature born of horrible death or murder in a natural setting.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 10, Wis 8, Cha 16; Special Attacks 2 incorporeal claws (1d4 plus bleed), bleed (1d3); Special Qualities undead traits, incorporeal; Weakness cold iron

Cold Iron Weakness (Su)
A cold iron weapon is considered to be magical when used against a bhuta (inflicting ½ the usual damage unless it posses the ghost touch property).

9th Level Advancement:
Special Attacks
2 incorporeal claws (2d6 plus bleed), bleed (1d8), blood drain

Blood Drain (Su)
As a standard action, a bhuta can suck blood from an adjacent opponent that is taking bleed damage. The target takes 1d3 points of Constitution damage with a Fortitude save (DC 10 + ½ the undead HD + the caller in darkness ’s Charisma modifier) for half the damage. The bhuta heals 5 hit points when it drains blood.

Caller in Darkness
The psychic remains of a creature with psychic sensitivity that died a violent death.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 11, Wis 13, Cha 14; Special Attacks incorporeal touch (1d4), wrap in despair; Special Qualities undead traits, incorporeal; Weakness daylight vulnerability; Aura unnatural aura (30 ft.)

Daylight Vulnerability (Ex)
A caller in darkness is not powerless in natural daylight, but it does take a -2 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).

Wrap in Despair (Su)
Any living creature that begins its turn occupying the same space as a caller in darkness must succeed on a Will save (DC 10 + ½ the undead HD + the caller in darkness ’s Charisma modifier) or be overwhelmed by crippling depression for 1d4 rounds. Affected creatures are unable to take any action. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. If the creature succeeds on a saving throw, it is immune to this caller in darkness’s wrap in despair ability for 24 hours. Creatures with Intelligence scores of 2 or less are immune to this effect. This is an emotion, fear, mind-affecting effect.

9th Level Advancement:
Special Attacks
incorporeal touch (2d6), consume mind

Consume Mind (Su)
Whenever a caller in darkness hits a creature with its incorporeal touch attack, or begins its turn occupying the same space as a creature, it drains away a portion of that creature’s mind, inflicting 1d4 points of Wisdom damage with a Will save (DC 10 + ½ the undead HD + the caller in darkness ’s Charisma modifier) for negate the Wisdom damage. This is a mind-affecting effect, but not a negative energy effect. If the caller in darkness reduces a living creature’s Wisdom score to 0 in this way, it absorbs that creature’s mind, killing it and gaining access to all of the creature’s memories. A creature whose mind is absorbed in this way can be raised or resurrected as normal.

Chained Spirit
A chained spirit is the tormented soul of one who was charged, cursed, or honor-bound to guard a certain place or object, only to be slain in the course of such duty.
Starting Statistics:
Size
Medium; Speed fly 60 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 11, Wis 13, Cha 16; Special Attacks incorporeal touch (1 Charisma damage); Special Qualities undead traits, incorporeal, spiritsense; Weakness spectral bindings

Spectral Bindings (Su)
A chained spirit is extremely mobile, with only one major hindrance: no matter how far it moves on its turn, it automatically returns adjacent to its haunted one when its turn ends. This immediate return does not count as an action and does not provoke attacks of opportunity, as the spirit simply reappears back adjacent to its haunted one. In essence, when manifested, the chained spirit is confined adjacent to its haunted one except the distance it can travel in a single round before returning to adjacent to the haunted one. If all the squares adjacent to the haunted one are occupied, one random creature is shunted to the closest available square. If a solid object occupies all the squares adjacent to the haunted one, the spirit’s incorporeal nature allows it to return regardless. Even a force effect cannot thwart it as it simply reappears adjacent to its haunted one, though if that force effect occupies all the squares adjacent to the haunted one, the chained spirit is automatically banished back in the consciousness of the haunted one.

Spiritsense (Su)
A chained spirit notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. If the haunted one has the Hearing Heartbeats ghost trick, the chained spirit grant spiritsense when confined inside his consciousness instead of lifesense.

9th Level Advancement:
Special Attacks
incorporeal touch (1d3 Charisma), chain spirit, chains (2d4 plus Dexterity), spectral chains; Special Qualities immune to positive energy

Chain Spirit (Su)
As a standard action once per day, a chained spirit can attempt to chain any corporeal creature with an Intelligence score of 3 or higher that it can detect via spiritsense; it need not have line of sight or line of effect to such a creature. The targeted creature must succeed at a Will save (DC DC 10 + ½ the undead HD + the chained spirit’s Charisma modifier) or take 1d4 points of Charisma drain. A creature dies if this Charisma drain equals or exceeds its actual Charisma score. If the victim fail his save, the chained spirit can see and hear through the senses of the creature whenever it wishes as long they are on the same Plane, even when confined in the consciousness of the haunted one. This is a curse effect and can be removed with break enchantment, limited wish, miracle, remove curse, and wish. For the purpose of this spells, the caster level is equal to the chained spirit level. The chained spirit can have any number of chained creature at the same time, up to its Charisma modifier (minimum 1). When chained with success another creature above its maximum number allowed, it must select which creature free from this effect.

Charisma Damage (Su)
A chained spirit’s touch deals 1d3 points of Charisma damage with its incorporeal touch to a living creature. A creature dies if this Charisma damage equals or exceeds its actual Charisma score.

Spectral Chains (Su)
Numerous chains extend from a chained spirit. Some are corporeal and can make melee attacks. These corporeal chains are treated as evil, magical, ghost touch weapons and deal 2d4 bludgeoning damage. Each chain is treated as if wielded one-handed by a creature with a Strength score equal to the chained spirit Dexterity score for the purpose of attack and damage rolls. A sundered chain automatically reforms 1 round later. A chained spirit has a number of chains equal to ¼ the haunted one level.

Cinderghost
These undead arise from intelligent creatures that die in the cinderplains of the Plane of Fire.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 13, Wis 13, Cha 16; Special Attacks incorporeal touch (1d4 plus heat), heat (1d6 fire); Special Qualities undead traits, incorporeal, fire immunity

9th Level Advancement:
Special Attacks
incorporeal touch (2d6 plus dessication touch and heat), heat (2d6 fire); Special Qualities cleansing fire, fire subtype; Weakness cold vulnerability

Cleansing Fire (Ex)
As long as a cinderghost is in an environment where ashes are plentiful (such as a non-urban area on the Plane of Fire, or a burned-out settlement or field on another plane), it has fast healing 5. It loses this fast healing if it leaves such an area.

Desiccating Touch (Su)
As part of its incorporeal touch attack, a cinderghost draws the moisture from its opponent’s body, causing the victim to wither into ash. The target must succeed at a Fortitude save (DC DC 10 + ½ the undead HD + the cinderghost’s Charisma modifier) or take 1d3 points of Constitution damage.

Danse Macabre
Dozens of ghostly figures swirl and cavort, floating through the air as they follow the steps of an ancient, rhythmic dance— seemingly keeping time with the ebb and flow of life itself. Amid this eerie crowd of dancing specters looms a dark-cloaked figure wielding a scythe. This figure embody the inevitability of death.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 8, Wis 14, Cha 16; Special Attacks incorporeal scythe (2d4/x4); Special Qualities undead traits, incorporeal, call weaponry

Incorporeal Scythe (Su)
A danse macabre wields an incorporeal scythe in combat that leaves deep and horrific wounds on any creature it strikes. Attacks made with this scythe are touch attacks and deal slashing damage, but are not modified by any of the monster’s ability scores.

Call Weaponry (Su)
The danse macabre can call his incorporeal scythe to its hands at will as a free action from any distance (even across planar boundaries). If the weapons is destroyed, it can remake it and cause the rebuilt weapon to appear in its hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

9th Level Advancement:
Special Attacks
incorporeal scythe (2d4 plus Con damage); Aura dance of death (40 ft.)

Constitution Damage (Su)
A creature hit by a danse macabre’s incorporeal scythe attack take 1 point of Constitution damage. A creature can resist the effect with a successful Fortitude save (DC 10 + ½ the undead HD + the danse macabre’s Charisma modifier).

Dance of Death (Su)
A danse macabre is constantly surrounded by a 40-foot aura known as the dance of death, an endless gala of dancing spectral figures. Any living creature that enters the area of the dance of death must attempt a Will save (DC 10 + ½ the undead HD + the danse macabre’s Charisma modifier). On a failed save, the victim joins the ghostly dancers, takes 1d4 points of Constitution damage, and is affected as per irresistible dance (CL equal to the dance macabre HD) with the difference that the creature does not lost the shield bonus to armor class, does not provoke attack of opportunity every round he dance, and the penalty to armor class and Reflex save is reduced to -2. A creature can attempt a new Will save at the end of its turn to escape from the effects of a dance of death; otherwise, these effects persist for as long as the victim remains within the aura. The Constitution damage effect only occurs, however, after the initial failed saving throw. As victims cannot willingly move from the square in which they dance, the dance’s effects end when the danse macabre moves to a point where the victim is no longer within its aura, the danse macabre is destroyed, or if the victim is physically removed from the area. A victim who succeeds at a save (whether from the original exposure or at a later point to successfully escape the effect) is immune to the dance of death of the same danse macabre for 24 hours. Dance of death is a visual, sonic, mind-affecting compulsion effect, and blindness or deafness can provide protection from the effect.

Duppy
The spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 13, Wis 13, Cha 14; Special Attacks incorporeal touch (1d4 negative energy), wrap in despair; Special Qualities undead traits, incorporeal; Weakness daylight vulnerability, resurrection vulnerability; Aura unnatural aura (30 ft.)

Daylight Vulnerability (Ex)
A duppy is not powerless in natural daylight, but it does take a -2 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).

Resurrection Vulnerability (Su)
Raise dead or a similar spell cast on a duppy reduce it immediately to 0 hit points, banishing it back to the Negative Energy Plane (Will negates). Using the spell in this way does not require a material component.

9th Level Advancement:
Special Attacks
incorporeal touch (1d6 negative energy plus strength damage), ravenous hound

Ravenous Hounds (Su)
Once per day per point of Charisma modifier, as a standard action, a duppy can bring into being a pack of incorporeal hounds for a number of rounds equal to the haunted one Charisma modifier. The ravenous hounds attack as a single unit, have an attack bonus equal to the haunted one level plus his Charisma modifier, deal 1d6+3 points of force damage on a successful hit plus 1d6 for every 4 haunted one levels (effectively 3d6+3 at level 9), and threaten a critical hit on a natural 20.
This ability is otherwise identical to mage’s sword (CL equal to the HD of the duppy).

Strength Damage (Su)
Creatures hit by a duppy’s touch attack must succeed at a Fortitude save (DC 10 + ½ the undead HD + the duppy’s Charisma modifier) or take 1d3 points of Strength damage. If the target fails its save, the duppy also gains 5 temporary hit points. These temporary hit points last for a maximum of 1 hour but does not stack with themself.

Festering Spirit
A disgusting spirit that arises when a vile person’s corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary.
Starting Statistics:
Size
Medium; Speed fly 30 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 6, Wis 12, Cha 15; Special Attacks incorporeal touch (1d4 negative energy plus lesser slime); Special Qualities undead traits, incorporeal, ghost touch

Ghost Touch (Su)
A festering spirit can manipulate corporeal objects that weigh up to 25 pounds as if those objects had the ghost touch special ability.

Lesser Slime (Su)
A festering spirit’s slime resembles the putrefying sludge of decaying corpses. Any creature that is hit by the spirit’s incorporeal touch attack, passes through its square, or hits it with a natural weapon or unarmed strike must attempt a Fortitude save (DC 10 + ½ the undead HD + the festering spirit’s Charisma modifier). On a failure, the creature is staggered for 1 round, and on a success the creature is sickened for 1 round. A festering spirit’s slime persists on objects and creatures for 1d10 minutes but has no harmful effect after its initial contact. This is a disease and poison effect.

7th Level Advancement:
Special Attacks
incorporeal touch (1d4 negative energy plus 1 Constitution damage and slime), trample (1 Constitution damage and slime)

Constitution Damage (Su)
Creatures struck by a festering spirit’s incorporeal touch attack or fail/renounce the Reflex save of the trample attack must make a Fortitude save (DC 10 + ½ the undead HD + the festering spirit’s Charisma modifier), or take 1d3 point of Constitution damage. On each successful attack that inflict Constitution damage, the festering spirit gains 5 temporary hit points. These temporary hit points last for a maximum of 1 hour but does not stack with themself.

Slime (Su)
Now a creature that fail the save against the slime special attack is nauseated for 1 round, and on a success is staggered for 1 round.

Trample (Ex)
The DC of a festering spirit’s trample is 10 + ½ the undead HD + the festering spirit’s Charisma modifier.

Geist
The echo of a soul killed by a haunt and proves too tenacious to submit to death’s call.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 12, Wis 14, Cha 16; Special Attacks incorporeal bite (1d4 negative energy); Special Qualities undead traits, incorporeal; Weakness daylight vulnerability

Daylight Vulnerability (Ex)
A geist is not powerless in natural daylight, but it does take a -2 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).

7th Level Advancement:
Special Attacks
incorporeal bite (1d6 negative energy plus 1 Con damage), spiritual manipulation, terrifying laughter

Spiritual Manipulation (Su)
Geists have the ability to take control of haunts. When a geist enters a haunt’s area of effect, the geist can immediately attempt to take over the haunt by making a Charisma check using its Charisma modifier or its haunted one’s master Charisma modifier, whichever is higher. If the result of the Charisma check is equal to or greater than the haunt’s CR, the geist takes over the haunt and maintains control as long as the geist remains within 1 mile. If the geist’s attempt to take control of a haunt fails, the geist cannot attempt to take control of the haunt again for 24 hours. When a geist controls a haunt, it can activate or suppress the haunt’s effects as a free action and the haunt automatically resets in half its normal time. A haunt under a geist’s control can still be neutralized when reduced to 0 hit points, but it cannot be permanently put to rest until the geist that controls it is returned to the Negative Energy Plane, reducing it to 0 hp or is returned in the consciousness of the haunted one. A geist can control at one time a number of haunts up to its Charisma modifier or its haunted one’s master Charisma modifier, whichever is higher.

Terrifying Laugh (Su)
Once per minute, a geist can unleash a terrifying laugh as a standard action. The laughter lasts until the beginning of the geist’s next turn. All creatures within 30 feet of the geist when it begins to laugh, as well as all creatures that end their turn within that radius, must succeed at a Will save DC (DC 10 + ½ the undead HD + the geist’s Charisma modifier) or become panicked for 1d3 rounds. The save is required only once per laugh. Those who succeed at their saving throws need not save against the same geist’s terrifying laughter for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Ghost
The echo of a soul in pain with still unresolved ties with the world.
Starting Statistics:
Size
Medium; Speed fly 30 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 12, Wis 14, Cha 16; Special Attacks incorporeal touch (1d4); Special Qualities undead traits, incorporeal

Incorporeal Touch (Su)
By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts 1d4 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction.

9th Level Advancement:
Special Attacks
incorporeal touch (2d8), frightful moan

Frightful Moan (Su)
The ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC 10 + ½ the undead HD + the ghost’s Charisma modifier) or become panicked for 1d3 rounds. This is a fear, mind-affecting, sonic effect and deafness can provide protection from the effect.

Gray Death
Echoes of the souls slain and trapped in the final blades.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 12, Wis 14, Cha 16; Special Attacks incorporeal touch (1d4 negative energy); Special Qualities undead traits, incorporeal, spectral lurker, spiritsense; Aura unnatural aura

Spectral Lurker (Su)
A gray death, unlike a normal incorporeal entity, does not need to remain adjacent to the object’s exterior, and so can pass entirely through an object whose space is larger than its own.

Spiritsense (Su)
A gray death notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. If the haunted one has the Hearing Heartbeats ghost trick, the gray death grant spiritsense when confined inside his consciousness instead of lifesense.

Unnatural Aura (Su)
Animals, whether wild or domesticated, can sense the unnatural presence of a gray death at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the gray death. While confined in the consciousness, this aura is centered on the haunted one instead of being suppressed.

9th Level Advancement:
Special Attacks
incorporeal touch (1d6 negative energy plus life sap), resentful possession, soul bleed

Life Sap (Su)
A creature damaged by the gray death's incorporeal touch must succeed at a Fortitude save (DC 10 + ½ the undead HD + the gray death’s Charisma modifier) or suffer 1 negative lever and become paralyzed for 1 round.

Resentful Possession (Su)
As a swift action, the gray death can chose a living creature within 30 feet. The target must succeed at a Will save (DC 10 + ½ the undead HD + the gray death’s Charisma modifier) or a fragment of embittered soul-stuff lodges within the target's spirit and turns it against its allies. While the target has this fragment, it doesn't count as anyone's ally for the purposes of providing flanking and teamwork feat. Also, it never count as willing for effects and spells and the creature always attempt (if allowed) the saving throw against effects and spells cast by creatures other than himself, even if beneficial or harmless. The fragment fades after 1 minute. Once a creature succeed, he become immune to the resentful possession of that gray death for 24 hours. This is a curse, mind-affecting, necromancy effect.

Soul Bleed (Su)
Living creatures that begin their turn within 120 ft. of a gray death take 1d6 negative damage (this negative energy damage does not heal creatures with the negative energy affinity trait) and must succeed at a Fortitude save (DC 10 + ½ the undead HD + the gray death’s Charisma modifier) or suffer 1 negative level. If the creature has 4 HD or less, in case of a failed save he suffer 2 negative levels or only one in case of a successful save. Once a creature with 5 or more HD succeed, he become immune to the soul bleed aura of that gray death for 24 hours. This is a negative energy effect.

Grim Reaper
This tall, cloaked figure stares out from the black hood that covers its head. It wields an enormous scythe in its skeletal, bone-white hands, looking as though it is freezing the very air around it.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 12, Wis 14, Cha 16; Special Attacks incorporeal scythe (2d4/x4); Special Qualities undead traits, incorporeal, call weaponry; Aura unnatural aura

Incorporeal Scythe (Su)
A grim reaper wields an incorporeal scythe in combat that leaves deep and horrific wounds on any creature it strikes. Attacks made with this scythe are touch attacks and deal slashing damage, but are not modified by any of the monster’s ability scores.

Call Weaponry (Su)
The grim reaper can call his incorporeal scythe to its hands at will as a free action from any distance (even across planar boundaries). If the weapons is destroyed, it can remake it and cause the rebuilt weapon to appear in its hand as a standard action; Remaking a weapon in this way provokes attacks of opportunity, but calling a weapon does not.

Unnatural Aura (Su)
Animals, whether wild or domesticated, can sense the unnatural presence of a grim reaper at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the grim reaper. While confined in the consciousness, this aura is centered on the haunted one instead of being suppressed.

9th Level Advancement:
Special Attacks
incorporeal scythe (2d4/x4 plus death touch), death touch

Death Touch (Su)
Creatures hit by a grim reaper’s incorporeal scythe must succeed at a Fortitude save (DC 10 + ½ the undead HD + the grim reaper’s Charisma modifier) or gain 1 negative level. A humanoid slain by a reaper’s death touch is consumed in unholy fire and has its remains destroyed as the destruction spell. This disintegration is a death effect.

Llorona
A vengeful spirit that roam riversides, shorelines, and swamps in search of victims. She form as the result of shame and sorrow paired with a tragic drowning of a child, whether it be accidental or murderously intentional, and she want others to share in her pain and misery.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 11, Wis 13, Cha 16; Special Attacks 2 incorporeal touches (1d6), grasping hand; Special Qualities undead traits, incorporeal

Grasping Hands (Su)
Despite being incorporeal, a llorona can perform grapple combat maneuvers against Medium or smaller creatures. She adds her Charisma modifier to her grapple combat maneuver checks.
Using this ability doesn’t provoke attacks of opportunity. If a llorona successfully maintains a grapple, she automatically deals 1d6 points of negative energy damage and make sickened her victim for 1d4 rounds.

9th Level Advancement:
Special Attacks
2 incorporeal touches (2d6 plus constitution damage), wail

Constitution Damage (Su)
Creatures hit by a llorona’s touch attack or against which she successfully maintains a grapple must succeed at a Fortitude save (DC 10 + ½ the undead HD + the llorona’s Charisma modifier) or take 1d3 points of Constitution damage. If the target fails its save, the llorona also heal 5 hit points.

Wail (Su)
As a standard action once per minute, a llorona can unleash a somber wail. Any creature within 60 feet that can hear this wail must succeed at a Will save (DC 10 + ½ the undead HD + the llorona’s Charisma modifier) or be compelled to enter the nearest body of water and attempt to drown itself. This effect automatically fails if there isn’t a body of water large enough to drown in within 60 feet. At the end of any round an affected creature is completely submerged in water, it can attempt a new Will save (DC 10 + ½ the undead HD + the llorona’s Charisma modifier) to end the effect and cease its attempt to drown itself. This is a sonic mind-affecting compulsion effect.

Onryo
Spirits created when a person dies violently in the grip of extreme emotion, such as unbridled rage or overwhelming sorrow.
Starting Statistics:
Size
Medium; Speed fly 30 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 13, Wis 14, Cha 16; Special Attacks incorporeal touch (1d8 force); Special Qualities undead traits, incorporeal, demanifest, flicker

Demanifest (Su)
As a move action, an onryo can become invisible. As long the onryo is demanifest, it cannot attack or use vengeful suffocation but does not need to remain adjacent to an object’s exterior (and so can pass entirely through an object whose space is larger than its own) and double the maximum distance that it can achieve from its own haunted one. This last until the onryo terminate this ability as a standard action (it can deactivate this ability only when returning in the usual range of its haunted one). After terminating demanifest, the onryo cannot use it again for 1d4+1 rounds.

Flicker (Su)
An onryo's erratic movement makes them difficult to target. If an onryo moves at least 10 feet during its turn, it gains concealment until the start of its next turn.

9th Level Advancement:
Special Attacks
onryo blast (2d8 + Charisma mod force), bleed (1d8), vengeful suffocation

Onryo Blast (Su)
As a melee touch attack, an onryo can damage a creature or object with its psychic energy. This attack deal 2d8 force damage plus its Charisma modifier. A creature or object hit by the attack must make a Reflex save (DC 10 + ½ the undead HD + the onryo’s Charisma modifier) or be pushed 10 ft. away from the onryo and knocked prone. This replace and count as the incorporeal touch.

Vengeful Suffocation (Su)
Once per hour, as a standard action, the onryo can channel its boundless resentment, manifesting it as a tangled clump of wet hair, a clot of rancid swamp mud, or other disgusting mass of matter in the throat of a creature within 30 feet. The creature must attempt a Fortitude save (DC 10 + ½ the undead HD + the onryo’s Charisma modifier). On a success the creature is sickened for 1d4 rounds. On a failure, the creature become nauseated and the mass fully blocks the creature's airway, causing to begins suffocating (its still possible to holding one’s breath). Every round at the start of his turn, the creature can make a new Fortitude save for expel the mass, terminating the nausea and suffocation on a success.

Pharaonic Guardian
The elite protector of pharaoh tomb.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 13, Wis 11, Cha 16; Special Attacks usually with longsword (1d8/19-20); Special Qualities undead traits, incorporeal

Guardian Sword and Shield (Su)
The pharaonic guardian can imbue any sword and shield with the ghost touch special ability. This effect lasts for as long as the guardian wields them and for 1 round thereafter. The guardian uses these items (including damage bonus) as if it had a Strength score equal to its Charisma score.

9th Level Advancement:
Special Attacks
judging haze, soul-rending wings

Judging Gaze (Su)
The pharaonic guardian’s gaze attack allows it to read the minds of those within 30 feet, as per the detect thoughts spell with 3 rounds of concentration with a Will save (DC 10 + ½ the undead HD + the pharaonic guardian’s Charisma modifier) for negate. This is a mind-affecting divination effect.

Soul-Rending Wings (Su)
As a standard action every 1d4 rounds, but not more than a number of times per day equal to its Charisma modifier, the pharaonic guardian can flare its wings to fire rays of soul-cutting light in two 30-foot lines extending away from it. Living creatures in the lines take 1d3 negative levels with a Reflex save (DC 10 + ½ the undead HD + the pharaonic guardian’s Charisma modifier) for negate. A creature whose thoughts the pharaonic guardian has read via its judging gaze ability within the last minute takes a –2 penalty on this save. The Fortitude save to remove these negative levels is also (DC 10 + ½ the undead HD + the pharaonic guardian’s Charisma modifier), though without the –2 penalty from judging gaze.

Polong
The spirits of a murderer who has been magically bound.
Starting Statistics:
Size
Medium; Speed fly 30 ft. (perfect); Ability Scores Str -, Dex 16, Con -, Int 13, Wis 14, Cha 16; Special Attacks incorporeal touch (1d4 slashing plus bleed), bleed (1d3); Special Qualities undead traits, incorporeal; Aura murderous intent

Murderous Intent (Su)
A polong generates a seething aura of unrestrained violence and malicious intent within 30 ft. As an immediate action, a polong can attempt an Intimidate check to demoralize any creature entering its aura. A creature that doesn’t become demoralized is immune to the polong’s aura for 24 hours. This is a fear, mind-affecting effect.

9th Level Advancement:
Special Attacks
incorporeal touch (2d6 slashing plus bleed), bleed (1d8), terrible wounds

Terrible Wounds (Su)
Each time a creature takes slashing damage from the polong’s touch attack, it must succeed a Fortitude save (DC 10 + ½ the undead HD + the polong’s Charisma modifier) or take 1 points of Constitution damage.

Poltergeist
An angry spirit that rages against the living that invade its home.
Starting Statistics:
Size
Medium; Speed fly 20 ft. (perfect); Ability Scores Str –, Dex 13, Con –, Int 5, Wis 12, Cha 12; Special Attacks telekinesis; Special Qualities undead traits, incorporeal, natural invisibility

Natural Invisibility (Ex)
This ability is constant—the poltergeist remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.

Telekinesis (Su)
A poltergeist normally has no method of attacking apart from telekinesis. This ability functions as the spell telekinesis, with a CL equal to the poltergeist’s Hit Dice. If a poltergeist attempts to hurl a creature with this ability, that creature can resist the effect with a successful Will save (DC 10 + ½ the undead HD + the poltergeist’s Charisma modifier).

4th Level Advancement:
Special Attacks
frightener, telekinesis

Frightener (Su)
Once per minute as a standard action, a poltergeist can temporarily drop its natural invisibility, revealing itself to be a skeletal, ghost-like humanoid. All creatures within 30 feet when a poltergeist uses this ability must make a Will save (DC 10 + ½ the undead HD + the poltergeist’s Charisma modifier) to avoid becoming frightened for 1d4 rounds. The poltergeist then resumes its invisibility at the end of its turn as a free action. A creature that successfully saves is immune to the fear effect of that poltergeist for 24 hours. If the poltergeist’s natural invisibility is negated via other methods, it cannot use this ability. Likewise, those that can see invisible creatures are immune to this special attack. This is a mind-affecting fear effect.

Pyrogeist
Burning ghost of an arsonist or pyromaniac who was killed in the fires it started.
Starting Statistics:
Size
Medium; Speed fly 30 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 11, Wis 13, Cha 16; Special Attacks incorporeal touch (1d4 fire), breath weapon; Special Qualities undead traits, incorporeal, fire immunity

Breath Weapon (Su)
A pyrogeist can spit a cone of spectral fire, a number of times per day equal to its Charisma modifier, in a 30-ft. cone that inflict 1d6 damage (half fire-half negative energy) per HD of the pyrogeist with a Reflex save (DC 10 + ½ the undead HD + the pyrogeist’s Charisma modifier) for half the damage. When a creature fails a saving throw against the pyrogeist’s breath weapon, his ignites in ghostly flames for 1d4 rounds or until the pyrogeist is returned to the Negative Energy Plane or in the mind of the haunted one. While the creature is affected by the flames, he’s illuminated as though under the effects of faerie fire and takes 1d4 points of damage (half fire-half negative energy) at the start of each turn. Subsequent breath weapon attacks don’t increase this damage but can extend the duration. An affected creature can repeat the Reflex save as a full-round action to quench the flames. This negative energy damage cannot heal undead creatures or creatures with negative energy affinity.

9th Level Advancement:
Special Attacks
incorporeal touch (2d6 fire), pyrokinetic whirlwind

Pyrokinetic Whirlwind (Su)
Three times per day, a pyrogeist can transform into a spectral whirlwind (as per the universal monster rule, 10-20 ft. high, DC 10 + ½ the undead HD + the pyrogeist’s Dexterity modifier) to entrap its victims. Creatures caught in the whirlwind take 1d6 points of damage (half fire-half negative energy) per HD of the pyrogeist each round. An affected creature must succeed on a Reflex save (DC 10 + ½ the undead HD + the pyrogeist’s Dexterity modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the pyrogeist’s incorporeal touch attack. A pyrokinetic whirlwind does not create a swirling cloud of debris when it touches the ground. This negative energy damage cannot heal undead creatures or creatures with negative energy affinity.

Shadow
A living shadow that dances between light and shade.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 6, Wis 12, Cha 15; Special Attacks incorporeal touch (1 Strength damage); Special Qualities undead traits, incorporeal

9th Level Advancement:
Special Attacks
incorporeal touch (1d4 Strength damage)

Strength Damage (Su)
A shadow’s touch deals 1d4 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Spectre
This translucent, ghostly figure fades into view from the damp mist, its face distorted by wrath into a hideous mask
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 12, Wis 14, Cha 16; Special Attacks incorporeal touch (1d4); Special Qualities undead traits, incorporeal; Weakness daylight vulnerability; Aura unnatural aura (30 ft.)

Daylight Vulnerability (Ex)
A spectre is not powerless in natural daylight, but it does take a -2 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).

Unnatural Aura (Su)
Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre. While confined in the consciousness, this aura is centered on the haunted one instead of being suppressed.

9th Level Advancement:
Special Attacks
incorporeal touch (1d8 plus energy drain), energy drain (1 level)

Energy Drain (Su)
A creature hit by the spectre incorporeal touch take 1 temporary negative level unless it make a Fortitude save (DC 10 + ½ the undead HD + the spectre’s Charisma modifier). A spectre gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour but does not stack with themself. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + ½ the undead HD + the spectre’s Charisma modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Witchfire
The latest echo of an evil witch or hag burned at the stake.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 12, Wis 13, Cha 14; Special Attacks incorporeal touch (1d6 fire plus witchflame); Special Qualities undead traits, incorporeal, fire immunity

Witchfire (Su)
Any creature damaged by the incorporeal touch of a witchfire must succeed on a Will save (DC 10 + ½ the undead HD + the witchflame’s Charisma modifier) save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. This effect persists for 1 round per HD of the witchfire. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a Will save with the same DC or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature.

7th Level Advancement:
Special Attacks
incorporeal touch (2d6 fire plus greater witchflame), witchflame bolt (2d6 fire plus greater witchflame)

Greater Witchfire (Su)
Any creature damaged by the incorporeal touch of a witchfire or ranged bolt attacks of a witchfire must succeed on a Will save (DC 10 + ½ the undead HD + the witchflame’s Charisma modifier) save or become engulfed in sickly green flames. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. This effect persists for 1 round per HD of the witchfire. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a Will save with the same DC or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. A bolt of witchflame has a range of 60 feet with no range increment. Greater witchflame replace and does not stack with witchflame.

Wraith
An evil soul that feels only hatred towards the living.
Starting Statistics:
Size
Medium; Speed fly 40 ft. (perfect); Ability Scores Str -, Dex 14, Con -, Int 12, Wis 12, Cha 14; Special Attacks incorporeal touch (1d4 negative energy); Special Qualities undead traits, incorporeal; Weakness daylight vulnerability

Daylight Vulnerability (Ex)
A wraith is not powerless in natural daylight, but it does take a -2 penalty on all attack rolls, checks, and saves when in natural sunlight (but not within the radius of a daylight spell).

9th Level Advancement:
Special Attacks
incorporeal touch (1d6 negative energy plus 1d4 Con damage)

Constitution Damage (Su)
Creatures struck by a wraith’s incorporeal touch attack must make a Fortitude save (DC 10 + ½ the undead HD + the wraith’s Charisma modifier), or take 1d3 points of Constitution damage. On each successful attack that inflict Constitution damage, the wraith gains 5 temporary hit points. These temporary hit points last for a maximum of 1 hour but does not stack with themself.

Yuki-onna
The spirit of woman who froze to death, and never recieved a true burial.
Starting Statistics:
Size
Medium; Speed fly 30 ft. (perfect); Ability Scores Str -, Dex 15, Con -, Int 8, Wis 14, Cha 14; Special Attacks 2 incorporeal touches (1d4 cold); Special Qualities cold subtype, undead traits, incorporeal; Weakness snow dependency, vulnerable to fire; Aura snowstorm (10 ft)

Snow Dependency
A yuki-onna is staggered if she is ever in an area without snow while her snowstorm aura is suppressed or otherwise not functioning.

Snowstorm (Su)
A yuki-onna is surrounded by whirling blasts of snow, even in areas that wouldn't allow for such weather, that comprise a 10 foot radius spread. Within this area, the snowfall and wind gusts cause a -4 penalty on Perception checks and ranged attacks. The wind itself blows in a clockwise rotation around the yuki-onna, and functions as severe wind. A yuki-onna is unaffected by snowstorms and blizzards of any kind. Any effect that causes these winds to drop below severe (such as control weather or control winds) cancels the snowstorm effect entirely.

7th Level Advancement:
Special Attacks
2 incorporeal touches (2d6 cold plus chilling touch), chilling touch, fascinating gaze

Chilling Touch (Su)
Whenever a creature takes cold damage from the yuki-onna, it must make a Fortitude save to avoid being staggered by the supernatural cold for 1 round (DC 10 + ½ the undead HD + yuki-onna’s Charisma modifier). This duration stacks.

Fascinating Gaze (Su)
Fascinated for 1d4 rounds, 30 feet, Will negates (DC 10 + ½ HD + yuki-onna’s Charisma modifier). Creatures that successfully save cannot be affected by the same yuki-onna's fascinating gaze for 24 hours. This is a charm, mind-affecting effect.
 

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