Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Epic Problem... Epic Solution
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nephtys" data-source="post: 3386545" data-attributes="member: 31780"><p>Ijazim Kalar</p><p></p><p>Human Cleric 30 (Madness and Magic)</p><p></p><p>[sblock=Character Specifics]</p><p>XP: lvl 30+15000-10240+12000+2500+2000=257260</p><p>Alignment: NE</p><p>Age: 42</p><p>Gender: Male</p><p>Ht: 6'2</p><p>Wt: 130 lbs</p><p>Move: 20</p><p>Initiative: +7</p><p></p><p>Str: 19/+4 (11+6(item))</p><p>Dex: 16/+3 (10+6(item))</p><p>Con: 26/+8 (15+5(tome)+6(item))</p><p>Int: 20/+5 (14+6(item))</p><p>Wis: 41/+15 (17+7(lvl)+5(tome)+12(item))</p><p>Effective Wisdom for Spellcasting: 56/+23</p><p>Effective Wisdom for skills and Saves: 26/+8</p><p>Cha: 26/+8 (15+5(tome)+6(item)</p><p></p><p>Insanity Score: 15 (The Insanity score is added to Wisdom for spellcasting, but subtracted from wisdom for saves and skills)</p><p>Effective Wisdom for Spellcasting: 56/+23</p><p>effective Wisdom for skills and Saves: 26/+8</p><p></p><p>HD/HP: 30d8+240 / 422</p><p>Bab/Eab/Grapple: 15/5/22</p><p></p><p>Attack: By weapon or spell.</p><p></p><p>AC: 38 (10(base)+13(armour)+3(dex)+5(deflection)+7(shield)+1(ioun))</p><p>Touch/ Flatfooted: 14/35</p><p></p><p>Fort: 31 (12(cleric)+5(epic)+8(con)+5(item)+1(ioun))</p><p>Ref: 20 (6(cleric)+5(epic)+3(dex)+5(item)+1(ioun))</p><p>Will: 31 (12(cleric)+5(epic)+8(wis)+5(item)+1(ioun))</p><p></p><p>Skillpoints/Skills: 198 (33x6)</p><p></p><p>Concentration (Con):............42 (33+8+1) </p><p>Diplomacy (Cha):..................41 (33+7+1)</p><p>Knowledge (arcana) (Int):......25 (19+5+1)</p><p>Knowledge (history) (Int):......23 (17+5+1) </p><p>Knowledge (religion) (Int):......39 (33+5+1)</p><p>Knowledge (the planes) (Int):.36 (30+5+1)</p><p>Spellcraft (Int):....................39 (33+5+1)</p><p></p><p>Feats: 1+1+3+6+9+12+15+18+21+24+27+30+23+26+29</p><p>Non Epic: 8</p><p></p><p>Quicken Spell</p><p>Spell Penetration</p><p>Greater Spell Penetration</p><p>Craft Wondrous Item</p><p>Leadership (17th, 135, 13, 7, 4, 2, 2) </p><p>Improved Initiative</p><p>Power Attack</p><p>Cleave</p><p></p><p>Epic: 7</p><p></p><p>21: Multispell</p><p>23: Multispell</p><p>24: Multispell</p><p>26: Multispell</p><p>27: Automatic Quicken Spell (slvl 0,1,2,3)</p><p>29: Automatic Quicken Spell (slvl 4,5,6)</p><p>30: Automatic Quicken Spell (slvl 7,8,9)</p><p></p><p>Class Abilities:</p><p>Rebuke Undead 10x/day (Control up to 10 times your level in HD of undead)</p><p><a href="http://www.d20srd.org/srd/combat/sp...nOrRebukeUndead" target="_blank">http://www.d20srd.org/srd/combat/sp...nOrRebukeUndead</a></p><p>Spontaneous Casting (Inflict)</p><p></p><p></p><p>Equipment: (4,500,000 GP) *=Worn</p><p></p><p>*Periapt of Wisdom +12: 1,440,000 gp</p><p>*Cloak of resistance +5: 25,000 gp</p><p>*Ring of Protection +5: 50,000 gp</p><p>Ring of X-ray vision: 25,000 gp</p><p>*Ring of Invisibility: 20,000 gp</p><p>*Goggles of Night: 12000 gp</p><p></p><p>*Glamered Mithral Full Plate Armour+5 of Heavy Fortification: 9000+1500+100000+2700: 113,200 gp</p><p>(Full plate 1,500 gp ac+13, maxdex3, acpen-2, 20 ft., 25 lb.) </p><p></p><p>*Animated (+2) Adamantium heavy Shield +5 (ac 2+5): 51000 gp </p><p></p><p>Carpet of Flying (5ft. by 5ft. 200lb. 40ft. lb.) 20,000 gp </p><p>Cube of Force: 62,000 gp.</p><p>Incense of Meditation: 4,900 gp</p><p>Mirror of Mental Prowess: 175,000 gp</p><p>Portable Hole: 20,000 gp</p><p>Prayer Bead of Karma x2 (caster level +4 for 10 min): 40,000 gp</p><p>Rod of Absorption: 50,000 gp</p><p>Rod of Metamagic, Maximize (lvl 0-6): 54,000 gp </p><p></p><p>Tome of Wisdom +5: 137,500 gp </p><p>Tome of Constitution +5: 137,500 gp</p><p>Tome of Charisma +5: 137,500 gp</p><p></p><p>Ioun Stones:</p><p>Clear Spindle (Sustains creature without food or water): 4,000 gp </p><p>Dusty rose Prism (+1 insight bonus to AC): 5,000 gp </p><p>Iridescent Spindle (Sustains creature without air): 18,000 gp </p><p>Pale green Prism (+1 competence bonus on attack rolls, saves, skill checks, and ability checks): 30,000 gp </p><p>Orange Prism (+1 caster level): 30,000 gp </p><p></p><p>Pearls of Power:</p><p>1,000 gp (1st): x 20 : 20,000 gp</p><p>4,000 gp (2nd): x 15 : 60,000 gp</p><p>9,000 gp (3rd): x 10 : 90,000 gp</p><p>16,000 gp (4th): x 5 : 80,000 gp</p><p>25,000 gp (5th): x 5 : 125,000 gp</p><p>36,000 gp (6th): x 5 : 180,000 gp</p><p>49,000 gp (7th): x 7 : 343,000 gp</p><p>64,000 gp (8th): x 5 : 320,000 gp</p><p>81,000 gp (9th): x 4 : 324,000 gp </p><p></p><p>Created Items:</p><p></p><p>*Belt of the Body (+6 to Str, Dex and Con)</p><p>Market value: 36000 + 36000x1.5x2 = 144000 gp</p><p>Crafting Cost: 72,000 gp : 5760 xp</p><p></p><p>*Headband of the Mind (+6 to Int and Cha)</p><p>Market Value: 36000 + 36000x1.5 = 36000+54000 = 90000 gp</p><p>Crafting Cost: 45,000 gp : 3600 xp</p><p></p><p>Pearl of Undead Turning (+4 levels to turning and rebuking Undead): </p><p>M V: 22,000gp </p><p>C C: 11,000 gp : 880 xp</p><p></p><p>Summoning Stone (Won after the Battle of Grennet)</p><p></p><p>100,000 gps in spell components and foci</p><p></p><p></p><p>57,400 gp remaining</p><p>[/sblock]</p><p></p><p>[sblock=Spells: ]</p><p>Spells:</p><p>0: 6 . . : </p><p>Create Water, Detect magic x3, Read magic, Mending.</p><p>1: 9+1 : DC: 34</p><p>Comprehend Languages, Command, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, +Lesser Confusion.</p><p>2: 9+1 : DC: 35</p><p>Align Weapon, Augury, Desecrate, Hold Person, PowerSight, Sound Burst x3, Silence, +Identify.</p><p>3: 9+1 : DC: 36</p><p>Blindness/Deafness x2, Contagion, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, +Rage. </p><p>4: 8+1 : DC 37</p><p>Death Ward, Dimensional Anchor, Dismissal, Divination, Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion.</p><p>5: 8+1 : DC: 38</p><p>Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment.</p><p>6: 7+1 : DC: 39</p><p>Antilife Shell, Banishment, Blade Barrier x2, Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field.</p><p>7: 7+1 : DC 40</p><p>Blasphemy x2, Destruction x4 (x1), +Spell Turning. </p><p>8: 6+1 : DC 41</p><p>Create Greater Undead, Discern Location, Earthquake, Fire Storm x2, Greater Spell Immunity, +Maddening Scream.</p><p>9: 6+1 : DC 42</p><p>(Gate), Mass Healx1 (1), Miracle x1 (1), Soul Bind, +Disjunction.</p><p></p><p>Used Pearls of Power:</p><p> (1st): x 20 : 1</p><p> (2nd): x 15 : 5</p><p> (3rd): x 10 : 2</p><p> (4th): x 5 : 4</p><p> (5th): x 5 : 5</p><p> (6th): x 5 : 3</p><p> (7th): x 7 : 7</p><p> (8th): x 5 : 4</p><p> (9th): x 4 : 4</p><p></p><p></p><p>New Spells:</p><p></p><p>0: 6 . . : </p><p>Create Water, Detect magic x3, Read magic, Mending.</p><p>1: 9+1 : DC: 34</p><p>Comprehend Languages, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, Updraft(SCmp)(dd300ftupthendriftdown) +Lesser Confusion.</p><p>2: 9+1 : DC: 35</p><p>Align Weapon, Augury, Desecrate, Infernal Wound(SCmp)(30rdwounding2hps), PowerSight, Sound Burst x3, Silence, +Identify.</p><p>3: 9+1 : DC: 36</p><p>Blindness/Deafness, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, Wrackx2(SCmp)(saveorblindingincapacitatingpainfor30rds) +Rage. </p><p>4: 8+1 : DC 37</p><p>Death Ward, Dimensional Anchor, Dismissal, Assay Resistance(SCmp)(get+10againstoneenemiesSR), Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion.</p><p>5: 8+1 : DC: 38</p><p>Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment.</p><p>6: 7+1 : DC: 39</p><p>Antilife Shell, Blade Barrier, Cold Snap (SCmp)(-5degees/CLfor2d4H,casting1min), Energy Immunity(24h), Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field.</p><p>7: 7+1 : DC 40</p><p>Blasphemy x2, Destruction x5, +Spell Turning. </p><p>8: 6+1 : DC 41</p><p>Create Greater Undead, Discern Location, Earthquake, Fire Storm, Greater Spell Immunity, General of Undeath(SCmp)(controlupto300hdsofundeadfor24H)+Maddening Scream.</p><p>9: 6+1 : DC 42</p><p>Gate, Mass Healx2, Miracle x2, Soul Bind, +Disjunction.</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Prose: ]</p><p>He was raised always to be polite and respectful, and he was. He flayed his parents alive without once losing his calm and pleasant manner. The greatest horrors imaginable he performs, observes and suffers with the same peaceful little smile on his lips. Those are the times he is happy, and he seeks gratification in everything he does. He is a monster, yes, he knows that and enjoys the power it gives him, yet he is civilized to a fault. There is nothing he detests more than crude people.</p><p>And yet, he is not an uncomplicated person. He is not above making grand gestures of unreasonable generosity, and though his gifts often turn out to be barbed he has indisputably improved the lot of some fortunates. His relaxed self confidence and apparent kindness has won him some unusual friends for a cleric of his faith and he is popular with the less fanatical of Vecna's acolytes. Nevertheless he enjoys a good, from his side nearly familiar, relationship with his deity. And though he is adamantly loyal he still nurtures private ambitions. </p><p></p><p>[/sblock]</p><p></p><p>Domains </p><p>[sblock]</p><p>Madness Domain</p><p>Granted Power</p><p>The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. </p><p></p><p>For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. </p><p></p><p>Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made. </p><p></p><p>Madness Domain Spells</p><p>Lesser confusion </p><p>Touch of madness </p><p>Rage </p><p>Confusion </p><p>Bolts of bedevilment </p><p>Phantasmal killer </p><p>Insanity </p><p>Maddening scream </p><p>Weird </p><p></p><p></p><p>Magic Domain</p><p>Granted Power</p><p>Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack. </p><p></p><p>Magic Domain Spells</p><p>Magic Aura: Alters object’s magic aura. </p><p>Identify: Determines properties of magic item. </p><p>Dispel Magic: Cancels magical spells and effects. </p><p>Imbue with Spell Ability: Transfer spells to subject. </p><p>Spell Resistance: Subject gains SR 12 + level. </p><p>Antimagic Field: Negates magic within 10 ft. </p><p>Spell Turning: Reflect 1d4+6 spell levels back at caster. </p><p>Protection from Spells M F: Confers +8 resistance bonus. </p><p>Mage’s Disjunction: Dispels magic, disenchants magic items. [/sblock] </p><p></p><p></p><p></p><p>equipment notes </p><p>[sblock]</p><p>Cube of Force: 62,000 gp.</p><p>This device is about ¾ inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table. </p><p></p><p>When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube: </p><p></p><p>Cube Face Charge Cost</p><p>per Minute Maximum Speed Effect </p><p>1 1 30 ft. Keeps out gases, wind, etc. </p><p>2 2 20 ft. Keeps out nonliving matter </p><p>3 3 15 ft. Keeps out living matter </p><p>4 4 10 ft. Keeps out magic </p><p>5 6 10 ft. Keeps out all things </p><p>6 0 As normal Deactivates </p><p></p><p>Attack Form Extra Charges </p><p>Horn of blasting 6 </p><p>Wall of fire 2 </p><p>Passwall 3 </p><p>Disintegrate 6 </p><p>Phase door 5 </p><p>Prismatic spray 7 </p><p></p><p>Moderate evocation; CL 10th; Craft Wondrous Item, wall of force; Price 62,000 gp. </p><p></p><p></p><p>Mirror of Mental Prowess</p><p>This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows. </p><p></p><p>Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language. </p><p>View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them. </p><p>Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror. </p><p>Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell). </p><p>Strong conjuration and divination; CL 17th; Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price 175,000 gp; Weight 40 lb. </p><p></p><p></p><p>Pearl of Power</p><p>This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower). </p><p></p><p>Strong transmutation; CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells). [/sblock]</p><p></p><p></p><p>[sblock=Cohort]</p><p></p><p>Archduchess Miranel Dohon (aka. "Duchess")</p><p></p><p>Cohort ecl 17</p><p></p><p>Human Ghost (Undead, Incorporeal, la 5), Sorcerer 12</p><p></p><p>Move: fly 30ft, perfect.</p><p>Initiative: +1</p><p>Height: 5ft</p><p>Weight: 0</p><p>Age: 340 years</p><p>Apparent age: 340 years</p><p></p><p>30 pt buy:</p><p></p><p>Str: 4/-3 (10-6(age))</p><p>Dex: 4/-3 (10-6(age))</p><p>Con: --/--</p><p>Int: 17/+3 (14+3(age))</p><p>Wis: 13/+1 (10+3(age))</p><p>Cha: 34/+12 (18+3(age)+4(ghost)+6(enhancment)+3(level)) </p><p></p><p>HD/HP: 12d12 / 111</p><p></p><p>Fort: 9 (4+0+5)</p><p>Ref: 6 (4-3+5)</p><p>Will: 14 (8+1+5)</p><p></p><p>AC: 27 (10-3(dex)+12(deflection)+8(armour)</p><p></p><p>Attack: +3/-2</p><p>Damage: -</p><p></p><p>Skills </p><p></p><p>Skills: 75</p><p>Hide:..............................5 (0-3+8*)</p><p>Search:...........................9 (0+1+8*)</p><p>Spot:..............................9 (0+1+8*)</p><p></p><p>Bluff (Cha):....................27 (15+12)</p><p>Concentration (Con):.......15 (15)</p><p>Spellcraft (Int):..............18 (15+3)</p><p></p><p>Disguise (cha):...............19 (7,5+12)</p><p>Listen:..........................16 (7,5+1+8*)</p><p></p><p>*= Ghost</p><p></p><p>Feats: 1,1,3,6,9,12</p><p></p><p>Ability Focus (Frightful Moan DC +2)</p><p>Ability Focus (Malevolence DC +2)</p><p>Improved Initiative</p><p>Spell Penetration</p><p>Greater Spell Penetration</p><p>Eschew Spell Components</p><p></p><p>Spells:</p><p>0:6</p><p>1:6+3</p><p>2:6+3</p><p>3:6+3</p><p>4:6+3</p><p>5:5+2</p><p>6:3+2</p><p></p><p>Spells Known:</p><p></p><p>0:9: Detect Magic, Message, Prestigigitation, Ghost Sound, Resistance, Dancing Lights, Light, Mending, Arcane Mark.</p><p>1<img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Alarm, Protection from Good, Shield, Grease, Comprehend Languages, Ray of Enfeeblement.</p><p>2<img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> Glitterdust, Web, Detect Thoughts, Touch of Idiocy, Mirror Image.</p><p>3<img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> Protection from Energy, Fireball, Displacement, Major Image.</p><p>4<img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> Dimensional Anchor, Solid Fog, Confusion.</p><p>5<img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" /> Feeblemind, Teleport.</p><p>6<img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> Mass Suggestion.</p><p></p><p></p><p>Special attacks: </p><p></p><p>Frightful Moan (Su) DC: 10+6+12+2: 30</p><p>A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. </p><p></p><p>Malevolence (Su) DC: 10+6+12+2: 30</p><p>Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body. </p><p></p><p>Telekinesis (Su) DC: 10+6+12: 28</p><p>A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again. </p><p></p><p></p><p>Special qualities:</p><p></p><p>Manifestation (Su)</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>When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. </p><p></p><p>A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. </p><p></p><p>Rejuvenation (Su)</p><p>In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. </p><p></p><p>Turn Resistance (Ex)</p><p>A ghost has +4 turn resistance. </p><p></p><p></p><p>GP: ?</p><p>Ghostly Equipment: </p><p></p><p>Cloak of Charisma +6: 36,000 gp</p><p>Bracers of Armour +8: 64,000 gp</p><p>Ring of Resistance +5: 25,000 gp</p><p></p><p>Remaining: ?</p><p></p><p></p><p>Prose:</p><p></p><p>Miranel Dohon grew up in the highest tiers of the nobility in a decadent nation on a decadent world. She was beautiful, and enjoyed her superiority in every way, without a thought for the suffering she carelessly inflicted upon others. She lived a good life, a life of complete fulfillment, until the day she spotted to first hint of a wrinkle on her lovely face. Suddenly she saw the world around her in a new light, and she saw the whole world rotting, decaying into hideousness and death. The stench of elderdom haunted her dreams, and she grew malicious in the pain of her vanity. </p><p>Despairing she sought a way to escape the inevitable and remain young and beautiful forever. Finding no other alternative her steps soon turned towards the forbidden faiths, the hidden temples of dark and deranged deities, and there she found her answer in undeath. Her body and soul were ravaged by perverse rituals, and once the pain ended she was no longer young and no longer beautiful. And yet she would now live eternally and any body, even those lovelier than she had been herself, could now be hers until it too began to bore her.</p><p>She lived a long time that way and, with her obsession now easily satable, her mind began to turn to other matters. A sorceress by trade, the aquisition of power came naturally to her, and her attention was soon directed towards an interesting new rumour. A few men and women marked by destiny to attain great power. A young cleric of ----- cought her roving eye and she began to make herself a part of his life. </p><p></p><p>Reason for living: Living. The pursuit of beauty and power, enjoying the pleasures of mind and flesh.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nephtys, post: 3386545, member: 31780"] Ijazim Kalar Human Cleric 30 (Madness and Magic) [sblock=Character Specifics] XP: lvl 30+15000-10240+12000+2500+2000=257260 Alignment: NE Age: 42 Gender: Male Ht: 6'2 Wt: 130 lbs Move: 20 Initiative: +7 Str: 19/+4 (11+6(item)) Dex: 16/+3 (10+6(item)) Con: 26/+8 (15+5(tome)+6(item)) Int: 20/+5 (14+6(item)) Wis: 41/+15 (17+7(lvl)+5(tome)+12(item)) Effective Wisdom for Spellcasting: 56/+23 Effective Wisdom for skills and Saves: 26/+8 Cha: 26/+8 (15+5(tome)+6(item) Insanity Score: 15 (The Insanity score is added to Wisdom for spellcasting, but subtracted from wisdom for saves and skills) Effective Wisdom for Spellcasting: 56/+23 effective Wisdom for skills and Saves: 26/+8 HD/HP: 30d8+240 / 422 Bab/Eab/Grapple: 15/5/22 Attack: By weapon or spell. AC: 38 (10(base)+13(armour)+3(dex)+5(deflection)+7(shield)+1(ioun)) Touch/ Flatfooted: 14/35 Fort: 31 (12(cleric)+5(epic)+8(con)+5(item)+1(ioun)) Ref: 20 (6(cleric)+5(epic)+3(dex)+5(item)+1(ioun)) Will: 31 (12(cleric)+5(epic)+8(wis)+5(item)+1(ioun)) Skillpoints/Skills: 198 (33x6) Concentration (Con):............42 (33+8+1) Diplomacy (Cha):..................41 (33+7+1) Knowledge (arcana) (Int):......25 (19+5+1) Knowledge (history) (Int):......23 (17+5+1) Knowledge (religion) (Int):......39 (33+5+1) Knowledge (the planes) (Int):.36 (30+5+1) Spellcraft (Int):....................39 (33+5+1) Feats: 1+1+3+6+9+12+15+18+21+24+27+30+23+26+29 Non Epic: 8 Quicken Spell Spell Penetration Greater Spell Penetration Craft Wondrous Item Leadership (17th, 135, 13, 7, 4, 2, 2) Improved Initiative Power Attack Cleave Epic: 7 21: Multispell 23: Multispell 24: Multispell 26: Multispell 27: Automatic Quicken Spell (slvl 0,1,2,3) 29: Automatic Quicken Spell (slvl 4,5,6) 30: Automatic Quicken Spell (slvl 7,8,9) Class Abilities: Rebuke Undead 10x/day (Control up to 10 times your level in HD of undead) [url]http://www.d20srd.org/srd/combat/sp...nOrRebukeUndead[/url] Spontaneous Casting (Inflict) Equipment: (4,500,000 GP) *=Worn *Periapt of Wisdom +12: 1,440,000 gp *Cloak of resistance +5: 25,000 gp *Ring of Protection +5: 50,000 gp Ring of X-ray vision: 25,000 gp *Ring of Invisibility: 20,000 gp *Goggles of Night: 12000 gp *Glamered Mithral Full Plate Armour+5 of Heavy Fortification: 9000+1500+100000+2700: 113,200 gp (Full plate 1,500 gp ac+13, maxdex3, acpen-2, 20 ft., 25 lb.) *Animated (+2) Adamantium heavy Shield +5 (ac 2+5): 51000 gp Carpet of Flying (5ft. by 5ft. 200lb. 40ft. lb.) 20,000 gp Cube of Force: 62,000 gp. Incense of Meditation: 4,900 gp Mirror of Mental Prowess: 175,000 gp Portable Hole: 20,000 gp Prayer Bead of Karma x2 (caster level +4 for 10 min): 40,000 gp Rod of Absorption: 50,000 gp Rod of Metamagic, Maximize (lvl 0-6): 54,000 gp Tome of Wisdom +5: 137,500 gp Tome of Constitution +5: 137,500 gp Tome of Charisma +5: 137,500 gp Ioun Stones: Clear Spindle (Sustains creature without food or water): 4,000 gp Dusty rose Prism (+1 insight bonus to AC): 5,000 gp Iridescent Spindle (Sustains creature without air): 18,000 gp Pale green Prism (+1 competence bonus on attack rolls, saves, skill checks, and ability checks): 30,000 gp Orange Prism (+1 caster level): 30,000 gp Pearls of Power: 1,000 gp (1st): x 20 : 20,000 gp 4,000 gp (2nd): x 15 : 60,000 gp 9,000 gp (3rd): x 10 : 90,000 gp 16,000 gp (4th): x 5 : 80,000 gp 25,000 gp (5th): x 5 : 125,000 gp 36,000 gp (6th): x 5 : 180,000 gp 49,000 gp (7th): x 7 : 343,000 gp 64,000 gp (8th): x 5 : 320,000 gp 81,000 gp (9th): x 4 : 324,000 gp Created Items: *Belt of the Body (+6 to Str, Dex and Con) Market value: 36000 + 36000x1.5x2 = 144000 gp Crafting Cost: 72,000 gp : 5760 xp *Headband of the Mind (+6 to Int and Cha) Market Value: 36000 + 36000x1.5 = 36000+54000 = 90000 gp Crafting Cost: 45,000 gp : 3600 xp Pearl of Undead Turning (+4 levels to turning and rebuking Undead): M V: 22,000gp C C: 11,000 gp : 880 xp Summoning Stone (Won after the Battle of Grennet) 100,000 gps in spell components and foci 57,400 gp remaining [/sblock] [sblock=Spells: ] Spells: 0: 6 . . : Create Water, Detect magic x3, Read magic, Mending. 1: 9+1 : DC: 34 Comprehend Languages, Command, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, +Lesser Confusion. 2: 9+1 : DC: 35 Align Weapon, Augury, Desecrate, Hold Person, PowerSight, Sound Burst x3, Silence, +Identify. 3: 9+1 : DC: 36 Blindness/Deafness x2, Contagion, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, +Rage. 4: 8+1 : DC 37 Death Ward, Dimensional Anchor, Dismissal, Divination, Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion. 5: 8+1 : DC: 38 Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment. 6: 7+1 : DC: 39 Antilife Shell, Banishment, Blade Barrier x2, Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field. 7: 7+1 : DC 40 Blasphemy x2, Destruction x4 (x1), +Spell Turning. 8: 6+1 : DC 41 Create Greater Undead, Discern Location, Earthquake, Fire Storm x2, Greater Spell Immunity, +Maddening Scream. 9: 6+1 : DC 42 (Gate), Mass Healx1 (1), Miracle x1 (1), Soul Bind, +Disjunction. Used Pearls of Power: (1st): x 20 : 1 (2nd): x 15 : 5 (3rd): x 10 : 2 (4th): x 5 : 4 (5th): x 5 : 5 (6th): x 5 : 3 (7th): x 7 : 7 (8th): x 5 : 4 (9th): x 4 : 4 New Spells: 0: 6 . . : Create Water, Detect magic x3, Read magic, Mending. 1: 9+1 : DC: 34 Comprehend Languages, Deathwatch, Divine Favor, Obscuring Mist, Protection from Good, Protection from Evil, Sanctuary, Hide from Undead, Updraft(SCmp)(dd300ftupthendriftdown) +Lesser Confusion. 2: 9+1 : DC: 35 Align Weapon, Augury, Desecrate, Infernal Wound(SCmp)(30rdwounding2hps), PowerSight, Sound Burst x3, Silence, +Identify. 3: 9+1 : DC: 36 Blindness/Deafness, Invisibility Purge, Locate Object, Magic Circle against Good, Protection from Energy, Speak with Dead, Wind Wall, Wrackx2(SCmp)(saveorblindingincapacitatingpainfor30rds) +Rage. 4: 8+1 : DC 37 Death Ward, Dimensional Anchor, Dismissal, Assay Resistance(SCmp)(get+10againstoneenemiesSR), Divine Power, Freedom of Movement, Restoration, Tongues, +Confusion. 5: 8+1 : DC: 38 Greater Command, Disrupting Weapon, Flame Strike, Righteous Might, Scrying, Spell Resistance, True Seeing, Wall of Stone, +Bolts of Bedevilment. 6: 7+1 : DC: 39 Antilife Shell, Blade Barrier, Cold Snap (SCmp)(-5degees/CLfor2d4H,casting1min), Energy Immunity(24h), Greater Dispell Magic, Heal, Word of Recall, +Antimagic Field. 7: 7+1 : DC 40 Blasphemy x2, Destruction x5, +Spell Turning. 8: 6+1 : DC 41 Create Greater Undead, Discern Location, Earthquake, Fire Storm, Greater Spell Immunity, General of Undeath(SCmp)(controlupto300hdsofundeadfor24H)+Maddening Scream. 9: 6+1 : DC 42 Gate, Mass Healx2, Miracle x2, Soul Bind, +Disjunction. [/sblock] [sblock=Prose: ] He was raised always to be polite and respectful, and he was. He flayed his parents alive without once losing his calm and pleasant manner. The greatest horrors imaginable he performs, observes and suffers with the same peaceful little smile on his lips. Those are the times he is happy, and he seeks gratification in everything he does. He is a monster, yes, he knows that and enjoys the power it gives him, yet he is civilized to a fault. There is nothing he detests more than crude people. And yet, he is not an uncomplicated person. He is not above making grand gestures of unreasonable generosity, and though his gifts often turn out to be barbed he has indisputably improved the lot of some fortunates. His relaxed self confidence and apparent kindness has won him some unusual friends for a cleric of his faith and he is popular with the less fanatical of Vecna's acolytes. Nevertheless he enjoys a good, from his side nearly familiar, relationship with his deity. And though he is adamantly loyal he still nurtures private ambitions. [/sblock] Domains [sblock] Madness Domain Granted Power The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone. For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom. Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made. Madness Domain Spells Lesser confusion Touch of madness Rage Confusion Bolts of bedevilment Phantasmal killer Insanity Maddening scream Weird Magic Domain Granted Power Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack. Magic Domain Spells Magic Aura: Alters object’s magic aura. Identify: Determines properties of magic item. Dispel Magic: Cancels magical spells and effects. Imbue with Spell Ability: Transfer spells to subject. Spell Resistance: Subject gains SR 12 + level. Antimagic Field: Negates magic within 10 ft. Spell Turning: Reflect 1d4+6 spell levels back at caster. Protection from Spells M F: Confers +8 resistance bonus. Mage’s Disjunction: Dispels magic, disenchants magic items. [/sblock] equipment notes [sblock] Cube of Force: 62,000 gp. This device is about ¾ inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table. When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube: Cube Face Charge Cost per Minute Maximum Speed Effect 1 1 30 ft. Keeps out gases, wind, etc. 2 2 20 ft. Keeps out nonliving matter 3 3 15 ft. Keeps out living matter 4 4 10 ft. Keeps out magic 5 6 10 ft. Keeps out all things 6 0 As normal Deactivates Attack Form Extra Charges Horn of blasting 6 Wall of fire 2 Passwall 3 Disintegrate 6 Phase door 5 Prismatic spray 7 Moderate evocation; CL 10th; Craft Wondrous Item, wall of force; Price 62,000 gp. Mirror of Mental Prowess This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows. Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language. View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them. Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror. Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell). Strong conjuration and divination; CL 17th; Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price 175,000 gp; Weight 40 lb. Pearl of Power This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower). Strong transmutation; CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells). [/sblock] [sblock=Cohort] Archduchess Miranel Dohon (aka. "Duchess") Cohort ecl 17 Human Ghost (Undead, Incorporeal, la 5), Sorcerer 12 Move: fly 30ft, perfect. Initiative: +1 Height: 5ft Weight: 0 Age: 340 years Apparent age: 340 years 30 pt buy: Str: 4/-3 (10-6(age)) Dex: 4/-3 (10-6(age)) Con: --/-- Int: 17/+3 (14+3(age)) Wis: 13/+1 (10+3(age)) Cha: 34/+12 (18+3(age)+4(ghost)+6(enhancment)+3(level)) HD/HP: 12d12 / 111 Fort: 9 (4+0+5) Ref: 6 (4-3+5) Will: 14 (8+1+5) AC: 27 (10-3(dex)+12(deflection)+8(armour) Attack: +3/-2 Damage: - Skills Skills: 75 Hide:..............................5 (0-3+8*) Search:...........................9 (0+1+8*) Spot:..............................9 (0+1+8*) Bluff (Cha):....................27 (15+12) Concentration (Con):.......15 (15) Spellcraft (Int):..............18 (15+3) Disguise (cha):...............19 (7,5+12) Listen:..........................16 (7,5+1+8*) *= Ghost Feats: 1,1,3,6,9,12 Ability Focus (Frightful Moan DC +2) Ability Focus (Malevolence DC +2) Improved Initiative Spell Penetration Greater Spell Penetration Eschew Spell Components Spells: 0:6 1:6+3 2:6+3 3:6+3 4:6+3 5:5+2 6:3+2 Spells Known: 0:9: Detect Magic, Message, Prestigigitation, Ghost Sound, Resistance, Dancing Lights, Light, Mending, Arcane Mark. 1:5: Alarm, Protection from Good, Shield, Grease, Comprehend Languages, Ray of Enfeeblement. 2:5: Glitterdust, Web, Detect Thoughts, Touch of Idiocy, Mirror Image. 3:4: Protection from Energy, Fireball, Displacement, Major Image. 4:3: Dimensional Anchor, Solid Fog, Confusion. 5:2: Feeblemind, Teleport. 6:1: Mass Suggestion. Special attacks: Frightful Moan (Su) DC: 10+6+12+2: 30 A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Malevolence (Su) DC: 10+6+12+2: 30 Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body. Telekinesis (Su) DC: 10+6+12: 28 A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again. Special qualities: Manifestation (Su) Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Rejuvenation (Su) In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Turn Resistance (Ex) A ghost has +4 turn resistance. GP: ? Ghostly Equipment: Cloak of Charisma +6: 36,000 gp Bracers of Armour +8: 64,000 gp Ring of Resistance +5: 25,000 gp Remaining: ? Prose: Miranel Dohon grew up in the highest tiers of the nobility in a decadent nation on a decadent world. She was beautiful, and enjoyed her superiority in every way, without a thought for the suffering she carelessly inflicted upon others. She lived a good life, a life of complete fulfillment, until the day she spotted to first hint of a wrinkle on her lovely face. Suddenly she saw the world around her in a new light, and she saw the whole world rotting, decaying into hideousness and death. The stench of elderdom haunted her dreams, and she grew malicious in the pain of her vanity. Despairing she sought a way to escape the inevitable and remain young and beautiful forever. Finding no other alternative her steps soon turned towards the forbidden faiths, the hidden temples of dark and deranged deities, and there she found her answer in undeath. Her body and soul were ravaged by perverse rituals, and once the pain ended she was no longer young and no longer beautiful. And yet she would now live eternally and any body, even those lovelier than she had been herself, could now be hers until it too began to bore her. She lived a long time that way and, with her obsession now easily satable, her mind began to turn to other matters. A sorceress by trade, the aquisition of power came naturally to her, and her attention was soon directed towards an interesting new rumour. A few men and women marked by destiny to attain great power. A young cleric of ----- cought her roving eye and she began to make herself a part of his life. Reason for living: Living. The pursuit of beauty and power, enjoying the pleasures of mind and flesh. [/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Epic Problem... Epic Solution
Top