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<blockquote data-quote="Drakknyte32" data-source="post: 1625216" data-attributes="member: 16580"><p>Jeremy</p><p>Male Ghost (Undead, Incorporeal)</p><p>Cleric 8 of Dexter (XP 78,000)</p><p>Alignment: Chaotic good</p><p>Height: 5' 7"</p><p>Weight: -</p><p>Hair: Silver</p><p>Eyes: Silver</p><p>Age: 16</p><p></p><p>Str: 13 (+1)</p><p>Dex: 14 (+2)</p><p>Con: - (+0)</p><p>Int: 13 (+1)</p><p>Wis: 20 (+5) [+2 level, +4 enhancement]</p><p>Cha: 20 (+5) [+4 race, +2 enhancement]</p><p></p><p><strong>Class and Racial Abilties:</strong></p><p>Manifestation, Draining Touch, Telekinesis, Malevolence, Rejuvenation, Turn Resistance+8, Healing domain special ability, Protection domain special ability</p><p></p><p>Hit Dice: 8d12</p><p>HP: 65</p><p>AC: 27 (+5 Deflection, +11 Armor, +1 insight)</p><p>Init: +2 (+2 Dex)</p><p>Speed: Fly 30ft (Perfect)</p><p>Armor Check Penalty: -6</p><p></p><p><strong>Saves:</strong></p><p>Fortitude +10 [+6 base, +4 Resistance]</p><p>Reflex +8 [+2 base, +2 Dex, +4 Resistance]</p><p>Will +13 [+6 base, +3 Wis, +4 Resistance]</p><p></p><p>BAB: +6</p><p>Melee Atk: +8/+3 (+7/+2 in ethereal)</p><p></p><p>Ranged Atk: +8</p><p>Telekinesis: +11, damage varies</p><p>Vengence: +13, 12d6+2 damage</p><p></p><p><strong>Skills:</strong></p><p>Hide 9 [5 ranks, 8 race, 2 Dex, -6 Armor]</p><p>Listen 13 [8 race, 5 Wis]</p><p>Search 9 [8 race, 1 Int]</p><p>Spot 13 [8 race, 5 Wis]</p><p>Concentration 13 [8 ranks, 5 Cha]</p><p>Diplomacy 10 [5 ranks, 5 Cha]</p><p>Knowledge (History) 6 [5 ranks, 1 Int]</p><p>Knowledge (Religion) 6 [5 ranks, 1 Int]</p><p></p><p><strong>Feats:</strong> </p><p>Spell Penetration</p><p>Greater Spell Penetration</p><p>Eschew Materials</p><p></p><p><strong>Languages:</strong></p><p>Common, Celestial</p><p></p><p><strong>Spells:</strong></p><p>6/6+1/4+1/4+1/3+1</p><p>Domains: Healing, Protection</p><p>Caster Level 8th, Save DC 15+Spell Level, +4 to overcome spell resistance</p><p></p><p>Typical Spells Prepared:</p><p><em>0-</em> Detect magic[x3], Light[x2], Mending</p><p><em>1st-</em> Sanctuary[x2]*, Comprehend Languages, Detect Evil, Divine Favor, Obscuring Mist, Protection From Evil,</p><p><em>2nd-</em> Cure Moderate Wounds*, Find Traps, Hold Person Resist Energy, Silence</p><p><em>3rd-</em> Cure Serious Wounds*, Prayer, Dispel Magic[x3]</p><p><em>4th-</em> Cure Critical Wounds*, Dimensional Anchor[x2], Greater Magic Weapon</p><p></p><p><strong>Draining Touch (Su):</strong> </p><p>Jeremy can hit a living creature with an incorporeal touch attack that deals 1d4 points of damage to any one ability score he selects. On each such successful attack Jeremy heals 5 points of damage. Any damage healed past Jeremy's maximum hit point total are counted as temporary hit points that last for 1 hour. Against ethereal opponents he adds his Strength modifier to attack rolls only. Against nonethereal opponents he adds his Dexterity modifier to attack rolls only.</p><p></p><p><strong>Malevolence (Su):</strong> </p><p>Once per round, Jeremy can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th, +4 to overcome spell resistance), except that it does not require a receptacle. To use this ability, Jeremy must be manifested and he must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 20). A creature that successfully saves is immune to Jeremy's malevolence for 24 hours, and Jeremy cannot enter the target’s space. If the save fails, Jeremy vanishes into the target’s body.</p><p></p><p><strong>Manifestation (Su):</strong> </p><p>Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.</p><p></p><p><strong>Telekinesis (Su):</strong> </p><p>Jeremy can use telekinesis as a standard action every 1d4 rounds.</p><p>Caster Level 12th, Save DC 19, +4 to overcome spell resistance</p><p></p><p><strong>Rejuvenation (Su):</strong> </p><p>When Jeremy is killed he must succeed at a level check (1d20+8) against DC 16 to return to his destroyed village in 2d4 days.</p><p></p><p><strong>Equipment:</strong></p><p>3 items favored in life:</p><p>-Ghostly Blindfold of Faith- while worn, the wearer is blind; but gains blindsight (30’ radius), +4 enhancement bonus to wis, and the ability to cast detect thoughts 1/day. (Caster level 7.) This functions as a holy symbol for a cleric of Dexter while it is worn. (28,600)</p><p>-Ghostly Cloak of Resistance +4 (16,000)</p><p>-Ghostly Yellow Spindle Ioun Stone (gives +2 enhancement bonus to Cha, +1 insight bonus to AC) (15,500)</p><p></p><p>+4 ghost touch half-plate (49,750)</p><p></p><p></p><p><strong>Special Item:</strong> </p><p>Vengence: Jeremy often creates one of these when he is given a chance to prepare for battle. Vengence is a 300lb stone ball created by stone shape and then enchanted with greater magic weapon. Jeremy uses his telekinesis to carry it around and throw it and when it connects it can do damage comparable to any wizard's spell. When he is with friends Jeremy occasionally uses it to do tricks like spinning it on one finger or balancing it on the tip of his nose.</p><p></p><p><strong>Appearance:</strong></p><p>Jeremy looks like a young boy with short hair. He wears acolytes robes over a fitted suit of armor but weilds neither a shield or weapon. He is completely colorless, everything about him is either white or silver. His robes and hair are always blowing in an invisible wind and fade away to nothing near where his feat should be. He wears a white headband with the holy symbol of Dexter on his forehead or over his eyes. A small yellow ioun stone floats around his head.</p><p></p><p>When Jeremy casts a spell his hair lengthens and billows around his head and he takes on a slightly golden glow.</p><p></p><p><strong>Personality:</strong></p><p>Jeremy is saddened by what happened to his village but tries not to show it. When he is around others he is often full of smiles and energy. When he is alone he is very somber and serious. Since becoming a ghost and starting his quest for revenge Jeremy has started to develop and unpriestly fondness of fighting.</p><p></p><p>Although he was slightly traumatized at first Jeremy quickly grew adapted to his new ghostly form. He doesn't mind being undead and considers his new form a second chance granted to him by Dexter.</p><p></p><p><strong>Background:</strong></p><p>Jeremy was born and raised in a small farming village in Forinthia. Like many Forinthian villages it was simple and the only thing of real note was the impressive temple of Galador. Jeremy was very familiar with the temple, he had been pledged to the service of Dextor as a child and had spent most of his life in the temple learning how to be a priest.</p><p></p><p>Life was good for Jeremy. His teachers in the temple were kind and the lessons were interesting. He grew up surrounded by loved ones and peace and prosperity. And he was considered blessed by Dexter.</p><p></p><p>But the good times were not to last. The day started like any other, the sun had just risen and Jeremy had started on his way to the temple for the days lessons. Before he had reached though, he noticed something happening in the fields.</p><p></p><p>They seemed to come out of nowhere. One minute things were normal and the next a horde of raiders were attacking the village with sword and spell. The villagers tried to rally but it was no use, those who fought and those who fleed were both cut down in equal measure. It was a horrer worse than anything Jeremy had ever seen before, but thankfully he didn't have to see it for long. He never even noticed the wizard behind him casting a fireball, all he saw was a brief flash, then darkness...</p><p></p><p>When Jeremy came to the sun was just reaching it's zenith. Jeremy sat up, wondering how it was he was still alive and why he didn't feel hurt. Then he looked down and saw the reason. His charred corpse was lying on the road before him, and the body he was in now was pale and ephemereal.</p><p></p><p>Jeremy spent the next several days burying the dead. It took several days to dig the graves and as he did so he learned the abilities of his new form. He could lift and move objects with a thought, he could enter and control creatures, and he could drain the life of creatures with his touch. Perhaps most importantly, he could still cast the spells granted to him by Dexter. In fact it seemed like he had grown more powerful as a priest after he had become a ghost.</p><p></p><p>Finally Jeremy finished burying the dead. As he had worked he had realized that many people, almost a third of the village, were missing. Jeremy resolved that he would find out what had happened to his friends and rescue them if possible, and get revenge on the ones who had done this to his village. But even with his new ghostly abilities he wouldn't be a match for the powerful attackers. And the trail they left was long gone by now anyway.</p><p></p><p>Still, he had to do something. So he set out into the world, searching for allies and information about his villagers. If he met some of the attackers along the way, so much the better.</p></blockquote><p></p>
[QUOTE="Drakknyte32, post: 1625216, member: 16580"] Jeremy Male Ghost (Undead, Incorporeal) Cleric 8 of Dexter (XP 78,000) Alignment: Chaotic good Height: 5' 7" Weight: - Hair: Silver Eyes: Silver Age: 16 Str: 13 (+1) Dex: 14 (+2) Con: - (+0) Int: 13 (+1) Wis: 20 (+5) [+2 level, +4 enhancement] Cha: 20 (+5) [+4 race, +2 enhancement] [B]Class and Racial Abilties:[/B] Manifestation, Draining Touch, Telekinesis, Malevolence, Rejuvenation, Turn Resistance+8, Healing domain special ability, Protection domain special ability Hit Dice: 8d12 HP: 65 AC: 27 (+5 Deflection, +11 Armor, +1 insight) Init: +2 (+2 Dex) Speed: Fly 30ft (Perfect) Armor Check Penalty: -6 [B]Saves:[/B] Fortitude +10 [+6 base, +4 Resistance] Reflex +8 [+2 base, +2 Dex, +4 Resistance] Will +13 [+6 base, +3 Wis, +4 Resistance] BAB: +6 Melee Atk: +8/+3 (+7/+2 in ethereal) Ranged Atk: +8 Telekinesis: +11, damage varies Vengence: +13, 12d6+2 damage [B]Skills:[/B] Hide 9 [5 ranks, 8 race, 2 Dex, -6 Armor] Listen 13 [8 race, 5 Wis] Search 9 [8 race, 1 Int] Spot 13 [8 race, 5 Wis] Concentration 13 [8 ranks, 5 Cha] Diplomacy 10 [5 ranks, 5 Cha] Knowledge (History) 6 [5 ranks, 1 Int] Knowledge (Religion) 6 [5 ranks, 1 Int] [B]Feats:[/B] Spell Penetration Greater Spell Penetration Eschew Materials [B]Languages:[/B] Common, Celestial [B]Spells:[/B] 6/6+1/4+1/4+1/3+1 Domains: Healing, Protection Caster Level 8th, Save DC 15+Spell Level, +4 to overcome spell resistance Typical Spells Prepared: [I]0-[/I] Detect magic[x3], Light[x2], Mending [I]1st-[/I] Sanctuary[x2]*, Comprehend Languages, Detect Evil, Divine Favor, Obscuring Mist, Protection From Evil, [I]2nd-[/I] Cure Moderate Wounds*, Find Traps, Hold Person Resist Energy, Silence [I]3rd-[/I] Cure Serious Wounds*, Prayer, Dispel Magic[x3] [I]4th-[/I] Cure Critical Wounds*, Dimensional Anchor[x2], Greater Magic Weapon [B]Draining Touch (Su):[/B] Jeremy can hit a living creature with an incorporeal touch attack that deals 1d4 points of damage to any one ability score he selects. On each such successful attack Jeremy heals 5 points of damage. Any damage healed past Jeremy's maximum hit point total are counted as temporary hit points that last for 1 hour. Against ethereal opponents he adds his Strength modifier to attack rolls only. Against nonethereal opponents he adds his Dexterity modifier to attack rolls only. [B]Malevolence (Su):[/B] Once per round, Jeremy can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th, +4 to overcome spell resistance), except that it does not require a receptacle. To use this ability, Jeremy must be manifested and he must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 20). A creature that successfully saves is immune to Jeremy's malevolence for 24 hours, and Jeremy cannot enter the target’s space. If the save fails, Jeremy vanishes into the target’s body. [B]Manifestation (Su):[/B] Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. [B]Telekinesis (Su):[/B] Jeremy can use telekinesis as a standard action every 1d4 rounds. Caster Level 12th, Save DC 19, +4 to overcome spell resistance [B]Rejuvenation (Su):[/B] When Jeremy is killed he must succeed at a level check (1d20+8) against DC 16 to return to his destroyed village in 2d4 days. [B]Equipment:[/B] 3 items favored in life: -Ghostly Blindfold of Faith- while worn, the wearer is blind; but gains blindsight (30’ radius), +4 enhancement bonus to wis, and the ability to cast detect thoughts 1/day. (Caster level 7.) This functions as a holy symbol for a cleric of Dexter while it is worn. (28,600) -Ghostly Cloak of Resistance +4 (16,000) -Ghostly Yellow Spindle Ioun Stone (gives +2 enhancement bonus to Cha, +1 insight bonus to AC) (15,500) +4 ghost touch half-plate (49,750) [B]Special Item:[/B] Vengence: Jeremy often creates one of these when he is given a chance to prepare for battle. Vengence is a 300lb stone ball created by stone shape and then enchanted with greater magic weapon. Jeremy uses his telekinesis to carry it around and throw it and when it connects it can do damage comparable to any wizard's spell. When he is with friends Jeremy occasionally uses it to do tricks like spinning it on one finger or balancing it on the tip of his nose. [B]Appearance:[/B] Jeremy looks like a young boy with short hair. He wears acolytes robes over a fitted suit of armor but weilds neither a shield or weapon. He is completely colorless, everything about him is either white or silver. His robes and hair are always blowing in an invisible wind and fade away to nothing near where his feat should be. He wears a white headband with the holy symbol of Dexter on his forehead or over his eyes. A small yellow ioun stone floats around his head. When Jeremy casts a spell his hair lengthens and billows around his head and he takes on a slightly golden glow. [B]Personality:[/B] Jeremy is saddened by what happened to his village but tries not to show it. When he is around others he is often full of smiles and energy. When he is alone he is very somber and serious. Since becoming a ghost and starting his quest for revenge Jeremy has started to develop and unpriestly fondness of fighting. Although he was slightly traumatized at first Jeremy quickly grew adapted to his new ghostly form. He doesn't mind being undead and considers his new form a second chance granted to him by Dexter. [B]Background:[/B] Jeremy was born and raised in a small farming village in Forinthia. Like many Forinthian villages it was simple and the only thing of real note was the impressive temple of Galador. Jeremy was very familiar with the temple, he had been pledged to the service of Dextor as a child and had spent most of his life in the temple learning how to be a priest. Life was good for Jeremy. His teachers in the temple were kind and the lessons were interesting. He grew up surrounded by loved ones and peace and prosperity. And he was considered blessed by Dexter. But the good times were not to last. The day started like any other, the sun had just risen and Jeremy had started on his way to the temple for the days lessons. Before he had reached though, he noticed something happening in the fields. They seemed to come out of nowhere. One minute things were normal and the next a horde of raiders were attacking the village with sword and spell. The villagers tried to rally but it was no use, those who fought and those who fleed were both cut down in equal measure. It was a horrer worse than anything Jeremy had ever seen before, but thankfully he didn't have to see it for long. He never even noticed the wizard behind him casting a fireball, all he saw was a brief flash, then darkness... When Jeremy came to the sun was just reaching it's zenith. Jeremy sat up, wondering how it was he was still alive and why he didn't feel hurt. Then he looked down and saw the reason. His charred corpse was lying on the road before him, and the body he was in now was pale and ephemereal. Jeremy spent the next several days burying the dead. It took several days to dig the graves and as he did so he learned the abilities of his new form. He could lift and move objects with a thought, he could enter and control creatures, and he could drain the life of creatures with his touch. Perhaps most importantly, he could still cast the spells granted to him by Dexter. In fact it seemed like he had grown more powerful as a priest after he had become a ghost. Finally Jeremy finished burying the dead. As he had worked he had realized that many people, almost a third of the village, were missing. Jeremy resolved that he would find out what had happened to his friends and rescue them if possible, and get revenge on the ones who had done this to his village. But even with his new ghostly abilities he wouldn't be a match for the powerful attackers. And the trail they left was long gone by now anyway. Still, he had to do something. So he set out into the world, searching for allies and information about his villagers. If he met some of the attackers along the way, so much the better. [/QUOTE]
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