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<blockquote data-quote="Nephtys" data-source="post: 3388540" data-attributes="member: 31780"><p>Presenting my Cohort, of marginal power but still pretty ok out of combat:</p><p></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: +6</p><p>Height: 5ft</p><p>Weight: 0</p><p>Age: 340 years</p><p>Apparent age: 23</p><p></p><p>30 pt buy:</p><p></p><p>Str: 8 /-1</p><p>Dex: 14/+2 </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: 11 (4+2+5)</p><p>Will: 14 (8+1+5)</p><p></p><p>AC: 32 (10+2(dex)+12(deflection)+8(armour)</p><p></p><p>Attack: +8/+3</p><p>Damage: -</p><p></p><p>Skills </p><p></p><p>Skills: 75</p><p>Hide:.............................10 (0+2+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></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>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></blockquote><p></p>
[QUOTE="Nephtys, post: 3388540, member: 31780"] Presenting my Cohort, of marginal power but still pretty ok out of combat: Archduchess Miranel Dohon (aka. "Duchess") Cohort ecl 17 Human Ghost (Undead, Incorporeal, la 5), Sorcerer 12 Move: fly 30ft, perfect. Initiative: +6 Height: 5ft Weight: 0 Age: 340 years Apparent age: 23 30 pt buy: Str: 8 /-1 Dex: 14/+2 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: 11 (4+2+5) Will: 14 (8+1+5) AC: 32 (10+2(dex)+12(deflection)+8(armour) Attack: +8/+3 Damage: - Skills Skills: 75 Hide:.............................10 (0+2+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. Ghostly Equipment: Cloak of Charisma +6: 36,000 gp Bracers of Armour +8: 64,000 gp Ring of Resistance +5: 25,000 gp remaining ? [/QUOTE]
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