No Man's Land (Recruitment Closed... Sort of)

[sblock=insight] Well, I can't find our copy of libris mortis right now, so I'll take your word on the stackable template.
OK, easiest way to do this since i don't know your character, is to just state everything I think (Regardless of how obvious). take a high charisma, b/c it gives you deflection AC(from ghost), and Saves(Paladin). Also if you stay ghost, come up with a hard-to-solve reason for being a ghost (your unfinished business/etc), so it doesn't happen(Which would mean game over 4 character). Put your lowest stats into str/con, b/c they'll be unused (Dex will still be AC, init, and reflex saves).
Cha and Wis will obviously be your prime stats.

Gear is a bit tricky- It either has to be ghost touch, or buried with your corpse (2d4 items max).

Now, as for the levels - I'd drop one of the evolved's(they're not doing you all that much), and up cleric to 11 for 6th lvl spellcasting (And a caster level of 15).
OR, drop the Monk for cleric, b/c with your 50% miss chance, that'll be worth more than the wis to ac. Then you can buy Actual Armour(ghost touch), and make up most of the AC difference. (Clerics don't mind armour).
You'd probably want Mithril +5 Ghost Touch(either chain shirt or Breastplate, depending on your dex mod). It costs same as a +6 bracer, and gives you the option of adding armour enhancements. (AND, w/ghost touch it doesn't have to be one of your '2d4' corpse items.)
AC: 10 base +Cha Deflection, + 6/5Dex, +9/10 armour, and a +5 nat armour vest (use amulet for wis item) = 30+charisma.

*NOT done, WILL Edit more in, have to go for a little while*
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Jemal said:
[sblock=insight] Well, I can't find our copy of libris mortis right now, so I'll take your word on the stackable template.
OK, easiest way to do this since i don't know your character, is to just state everything I think (Regardless of how obvious). take a high charisma, b/c it gives you deflection AC(from ghost), and Saves(Paladin). Also if you stay ghost, come up with a hard-to-solve reason for being a ghost (your unfinished business/etc), so it doesn't happen(Which would mean game over 4 character). Put your lowest stats into str/con, b/c they'll be unused (Dex will still be AC, init, and reflex saves).
Cha and Wis will obviously be your prime stats.

Gear is a bit tricky- It either has to be ghost touch, or buried with your corpse (2d4 items max).

Now, as for the levels - I'd drop one of the evolved's(they're not doing you all that much), and up cleric to 11 for 6th lvl spellcasting (And a caster level of 15).
OR, drop the Monk for cleric, b/c with your 50% miss chance, that'll be worth more than the wis to ac. Then you can buy Actual Armour(ghost touch), and make up most of the AC difference. (Clerics don't mind armour).
You'd probably want Mithril +5 Ghost Touch(either chain shirt or Breastplate, depending on your dex mod). It costs less than a +6 bracer, and gives you the option of adding armour enhancements. (AND, w/ghost touch it doesn't have to be one of your '2d4' corpse items.)
AC: 10 base +Cha Deflection, + 6/5Dex, +9/10 armour, and a +5 nat armour vest (use amulet for wis item) = 30+charisma.

*NOT done, WILL Edit more in, have to go for a little while*
[/sblock]

[sblock=Jemal]I'm dropping Monk 1 because it's not doing anything for me, and adding Cleric 11. I'm think of keeping the Monk's Belt and going with Bracers of Armor +8. I've posted the rest below if you want to see.
[/sblock]

[sblock=working version]

Note: this is not quite done. I still need to pick a deity and get the two domain granted powers (suggestions here are greatly appreciated). I also have not chosen skills (like that matters LOL). I also have some cash left to spend.

ZAUTH THE SOJOURNER [ECL 20] 200,000/210,000xp
Male Human Evolved (x2) Ghost Cleric 11, Paladin 2
LG Medium Undead (Augmented Humanoid, Incorporeal)

Init +3; Senses Darkvision 60ft, Listen +11, Spot +11
Languages Common, Draconic, Elven.
AC 49, Touch 36, FF 46 (+14 Deflection, +3 Dex, +8 Wis, +1 Item, +8 Armor, +5 Natural).
HP 75
[sblock=Rolls]12d12+12=75[/sblock]
Fort +29, Ref +25, Will +34; Immunities Mind-affecting, poisons, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, ability score damage (Str, Dex, Con only), fatigue, exhaustion, massive damage, any effect that requires a Fort save (that does not also affect objects; Special 50% chance to ignore magical attacks from the Material Plane (not including force effects or ghost touch attacks)
Spd 30ft fly (Perfect)
Melee Incorporeal Touch Attack (+12/+7 atk, 1d8 & 1d4 ability dmg (any); crit 20/x2)
Ranged Ranged Touch Attack (+12/+7 atk, dmg varies; crit 20/x2)
Space 5ft; Reach 5ft
Base Attack +9; Grapple +9
Attack Options: Smite Evil 1/day
Divine Spellcasting: (CL 13; 6x0th, 7(+1)x1st, 6(+1)x2nd, 6(+1)x3rd, 4(+1)x4th, 3(+1)x5th, 2(+1)x6th
Ability Scores Str 17, Dex 17, Con N/A, Int 15, Wis 27, Cha 38
[sblock=Rolls]17, 15, 15, 13, 13, 11[/sblock]
[sblock=Modifiers]+4 Str, +8 Cha from Templates, +1 Wis, +2 Cha from Level Gains, +4 Dex, +11 Wis, +11 Cha from Items.[/sblock]
SQ Aura of Good (13), Detect Evil at will, Divine Grace, Divine Spellcasting (Domains: X and Y), Domain Granted Abilities (entry), Draining Touch, Fast Healing 6, Lay on Hands (28hp/day), Malevolence, Manifestation, Rejuvenation, Smite Evil 1/day (+12 atk, +2 dmg), Spell-like Abilities, Turn Resistance +4 (17HD), Turn Undead (17/day, 1d20+14 Turning Check, 2d6+25 HD)
Feats Ability Focus (Malevolence), Divine Metamagic (Empowered; CDiv), Divine Ward (PHB2), Practiced Spellcaster (Cleric), Quicken Manifestation (LM), Sacred Boost (CDiv)
Skills entry. From Ghost - +8 to Hide, Listen, Search, and Spot (added above).

Draining Touch (Su): When Zauth hits a living target with his incorporeal touch attack, he drains 1d4 points from any one ability score he selects. On each such successful attack, Zauth heals 5 points of damage. Against ethereal opponents, Zauth adds his Strength modifier to attack rolls only. Against nonethereal opponents, Zauth adds his Dexterity modifier to attack rolls only.
Malevolence (Su): Once per round, while ethereal, Zauth can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (Caster Level 13), except that it does not require a receptacle. To use this ability, Zauth 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 31). A creature that successfully saves is immune to that Zauth’s malevolence for 24 hours, and Zauth cannot enter the target’s space. If the save fails, Zauth vanishes into the target’s body.
Manifestation (Su): Zauth dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When Zauth manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. While manifested, Zauth can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. Zauth can pass through solid objects at will, and his own attacks pass through armor. While manifested, Zauth always moves silently. Zauth can strike with his touch attack or with a ghost touch weapon. While manifested, Zauth remains partially on the Ethereal Plane, where he is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Zauth’s incorporeality helps protect him 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 Zauth manifests, his 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.
Zauth has two home planes, the Material Plane and the Ethereal Plane. He 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 + 13) against DC 16.
Spell-like Abilities: 1/day – Greater Dispel Magic and Haste (CL 13; SDC 29)
Telekinesis (Su): As the telekinesis spell, CL 13. Zauth must wait 1d4 rounds between uses of this ability.

Gear:
Amulet of Natural Armor +5 (Throat slot; 50,000gp)
Bracers of Armor +8 (Arms slot; 64,000gp)
Cloak of Resistance +5 (Shoulder slot; 25,000gp)
Crown of the Latent Emperor (Head slot; +6 enhancement bonus to Wis and Cha, also powers of Circlet of Mages, Circlet of Rapid Casting, and Circlet of Solace (MIC); 134,500gp)
Gloves of Dexterity +4 (Hands slot; 16,000gp)
Monk’s Belt (Waist slot; 13,000gp)
Ring of Undead Mysticism (Ring 1 slot; as Ring of Mystic Healing and Ring of Positive Protection (MIC); 45,250gp)

Used:
Tome of Leadership & Influence +5 (137,500gp)
Tome of Understanding +5 (137,500gp)

Wealth: 139,600gp
[/sblock]

[sblock=concerns]
I'm concerned about the following items:

1. He is effectively a 13th level caster in a level 20 game. I'm worried that a lot of his spells are going to be ineffective against the bad guys, If all he does is heal, fine, but that's just boring. I've got a +13 to penetrate spell resistance, which almost certainly most creatures we fight will have.
2. Healing ability. Being incorporeal, I can't use touch spells directly on any targets, not even friendly ones. That means no cure spells, unless they are mass cures. The best way for me to deal with this is to use Malevolence to take over someone's body and use them to deliver touch spells. Alternately, I can use Divine Ward to cast touch spells at range, but I have to choose maybe one or two targets and spend turn attempts not only to designate each target ahead of time (it takes 10 mins to prep for each target), but also a turn attempt to cast each touch spell at range.
3. Low HP. Not much I can do about that, having no Con score. The 50% miss chance should mitigate that somewhat, and if he gets in trouble, he can also un-manifest and head to the Ethereal to heal up.
4. Low BAB. I won't be able to hit anything with my spells. Even with a touch attack, I've got a +11 to hit. I've got maybe a 50/50 shot at hitting the most worthless Lvl 20 touch ACs.[/sblock]
 
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[sblock=insight] Yeah, that works. Though I'm not sure if the +2 cha /fast heal +3 is worth another level. Having fast heal in the first place doesn't matter how much you have, b/c it pretty much means you full heal between fights. SO, the extra LA is pretty much giving you +1 AC +1 saves.

So as it stands, with +5 nat armour, +8 Bracers, Monk's belt, your AC should be(According to your listed stats)... 10 base + ? dex + 8 Wis + 13 deflection + 5 nat armour + 8 armour + 1 monk = 45 + dex.

That's a pretty good AC, I'd say if your AC is 50+ at this level, it counts as "High AC". Also with those saves being damn good, you don't have to worry about that. I'm not sure if there's really much more tweaking we can do at this point...

OK, thought about it, and if you want to boost your healing, Complete divine has three feats that could help : Augment Healing, Sacred boost(which helps the other healers, too), and Sacred Healing. If you don't have the book, I'll post what they do later. GTG.
[/sblock]
 

Jemal said:
[sblock=insight] Yeah, that works. Though I'm not sure if the +2 cha /fast heal +3 is worth another level. Having fast heal in the first place doesn't matter how much you have, b/c it pretty much means you full heal between fights. SO, the extra LA is pretty much giving you +1 AC +1 saves.

So as it stands, with +5 nat armour, +8 Bracers, Monk's belt, your AC should be(According to your listed stats)... 10 base + ? dex + 8 Wis + 13 deflection + 5 nat armour + 8 armour + 1 monk = 45 + dex.

That's a pretty good AC, I'd say if your AC is 50+ at this level, it counts as "High AC". Also with those saves being damn good, you don't have to worry about that. I'm not sure if there's really much more tweaking we can do at this point...

OK, thought about it, and if you want to boost your healing, Complete divine has three feats that could help : Augment Healing, Sacred boost(which helps the other healers, too), and Sacred Healing. If you don't have the book, I'll post what they do later. GTG.
[/sblock]

I posted the working version above. Check it out and let me know what you think. I'm not against totally scrapping this idea if it's going to make me ineffective.

EDIT: I need to get my Cha as high as I can. The Save DC against my Malevolence ability is 17 + Cha mod. If this is going to be one of the main ways I can heal people, I need to be able to do it on a fairly regular basis. I'm not altogether sure a 31 DC Will Save is going to be enough.
 
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Alright I have spent quite a bit of money. Truth be told though he won't use the majority of it I feel that my character is a utilitarian, he would have made a good Sprite Scout (perhaps even attaining the rank of Gold Dragon). And for those that are looking yes he has four rings, but the lockpicking & water breathing rings would be cept aside till he might need them.



Grift
[sblock]
Grift
Race: Pixie
Level: (ecl+4, Rogue 16)
Alignment: Chaotic Good
Size: Small
Height: 2 1/2’
Weight: 30lbs
Speed: 20’ walk 60’ fly good maneuverability
Type: Fey

Str 10 +0
Dex 26 +8
Con 16 +3
Int 20 +5
Wis 20 +5
Cha 19 +4

BAB +12/+7/+2 Ranged +20/+15/+10 Grapple +8

AC 38 = 10 + 8 armor + 8 dex + 1 small + 5 deflection + 6 natural armor
Damage reduction 10/cold iron, spell resistance equal to 31
HP 103 http://invisiblecastle.com/find.py?id=970194

Fort 8 = 5 + 3
Ref 20 = 10 + 8 + 2(Rogues Vest)
Will 10 = 5 + 5

Weapons & Damage
+3 RFDP Small Light Crossbow +24/+19/+14 1d6+7 19-20x2 80ft
+3 DPM Small Short Sword +23/+18/+13 1d4+3 19-20x2 (True Death Crystal)
Dagger Thrown +20/+15/+10 1d3 19-20x2
SA 8d6 (1d6 Rogues Vest, 1d6 Deadly Precision = 10d6)

Code:
[B]Skills[/B]	                    total		ranks		skill mod	misc		synergy
									
Bluff (Cha)	              [B]14[/B]	=	10	+	4	+		+
Decipher Script (Int)	      [B]15[/B]	=	10	+	5	+		+
Diplomacy (Cha)	              [B]4[/B]	        =		+	4	+		+
Disable Device (Int)	      [B]24[/B]	=	19	+	5	+		+
Escape Artist (Dex)	      [B]18[/B]	=	10	+	8	+		+
Gather Information (Cha)      [B]14[/B]	=	10	+	4	+		+
Hide (Dex)	              [B]33[/B]	=	19	+	8	+	6	+
Intimidate (Cha)	      [B]16[/B]	=	10	+	4	+		+	2 Bluff
Listen (Wis)	              [B]26[/B]	=	19	+	5	+	2	+
Move Silently (Dex)	      [B]29[/B]	=	19	+	8	+	2	+
Open Lock (Dex)	              [B]27[/B]	=	19	+	8	+		+
Search (Int)	              [B]33[/B]	=	19	+	5	+	9	+
Sense Motive (Wis)	      [B]26[/B]	=	19	+	5	+	2	+
Sleight of Hand (Dex)	      [B]20[/B]	=	10	+	8	+		+	2 Bluff
Spot (Wis)	              [B]35[/B]	=	19	+	5	+	11	+
Tumble (Dex)	              [B]17[/B]	=	9	+	8	+		+
Use Magic Device (Cha)	      [B]23[/B]	=	19	+	4	+		+
Use Rope (Dex)	              [B]8[/B] 	=		+	8	+		+
			240 Total Skill Points


Magic Items Cost & Book

Amulet of Natural Armor +5 & protection +5 125,000 DMG 246
Bracers of Armor +8 64,000 DMG 250
Rogues Vest 18,000 MIC 130
Gauntlet of Infinite Blades 6,500 MIC 101
Crystal Mask of Insight 20,000 MIC 91
Ring of Regeneration 90,000 DMG 232
Gwaerons belt 21,000 MIC 109
Gwerons Boots 6,000 MIC 109
Greater Truedeath Crystal 10,000 MIC 66
+3 Deadly Precision Metaline Shortsword 72,310
+3 Revealing Force Deadly Precision Light Crossbow 98,335
Everfull Mug 200 MIC 160
Everlasting Rations 350 MIC 160
Personal Oasis 4,600 MIC 168
Hewards Handy Haversack 2,000 DMG 259
80 cases of crossbow bolts
Wand of shatter 4,500 DMG 246
Wand of Knock 4,500 DMG 246
Wand of Cure Moderate Wounds 4,500 DMG 246
Wand of fireball (5th) 11,250 DMG 246
10 exploding spikes 15,000 MIC 160
Rod of Bodily restoration 3,100 MIC 173
Thorn Pouch 4,400 MIC 188
Bag of Boulders 1,400 MIC 150
Bag of Flames 3,500 MIC 151
Blast Globes 8,000 MIC 152
Harrow Rod 14,000 MIC 162
2 Orbs of Environmental Adaptaion 4,000 MIC 166
Orb of mental renewal 3,100 MIC 167
Rod of Force 60,000 MIC 173
Survival Pouch 3,300 MIC 187
Ring of Freedom of Movement 40,000 DMG 232
Ring of Waterbreathing 6,000 MIC 128
Bag of Holding Type 4 10,000 DMG 248
Bag of tricks (gray) 900 DMG 248
Belt of Hidden Pouches 5,000 MIC 74
Blindfold of True Darkness 9,000 MIC 75
Lockpicking Ring 3,500 MIC 114
Total 757,245


Eq
Dagger
Candle
Chalk 3 pieces
Flint & Steel
Mirror Small Steel
Oil (1-pint flask)(x2)
Sewing Needle
Whetstone
Masterwork Thieves Picks
Ever Burning Torch
Explorers Outfit


feats
Point Blank Shot (lvl1), Precise shot (lvl3), Weapon Focus Light Crossbow (lvl6), Crossbow Sniper (lvl9), Rapid Reload (lvl12), Dead Eye Shot(lvl15), Savvy Rogue (rogue Spec Abil 16), Dodge (racial bonus), Weapon Finesse (racial bonus)

rogue special abilities
Improved Evasion, Crippling Strike, Feat, Sneak Attack 8d6, Trap sense +5, Improved Uncanny Dodge, Evasion

Racial Abilities
Greater Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Spell-Like Abilities
1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.

History
Grift is a rogue in employ of the Useeli Court, The council of Fey directed by their gods sent a delegation to No Mans Land to assist in stopping the actions and machinations of the Disciples of Uaedo. Grift was chosen by the Useeli Court for his ability as a scout and for his skills in infiltrating harder to access locations that may hold information or items of interest to the Court. Grift tends to be more cautious about his actions and speed to battle. His cool head has saved the lives of others teamed with him in the past and though he is not delegated as the leader of this team, it would be assumed that he would manage to be a voice of reason to a leader forced to work with mortal enemies in the face of a greater evil.

Desc
Grift doesn't look like much and that’s the way he likes it. He long ago scorned the ways of his people. He wears clothing more similar to what could be found in the realms of humans much to everyone’s dismay. If it wasn't for his effectiveness he would have been scorned a long time back. But some things are willingly looked over for value. His hair is bright blue and close cropped. His skin is a deep olive color and his eyes a bright orange.

http://invisiblecastle.com/find.py?id=968060

Pixie characters possess the following racial traits.
• -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
• A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
• Low-light vision.
• Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
• Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.
• +1 natural armor bonus.
• Special Attacks (see above): Spell-like abilities.
• Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
• Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
• Favored Class: Sorcerer.
• Level adjustment +4

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Insight - Well I'd personally scrap the Ghost thing, but if that's your concept then you have to work with it, I just never liked high Level Adjustments on casters. I think as you sit your character is fairly sound. Not exceptional, but not side-kicky either.

The way I usually make my characters is, I describe them, what I want them to do, etc, then figure out what would fit that concept best. So, here's the question I'll ask you : If you were bragging about this cool character you wanted to play, how would you do it? THEN, we figure out what classes/feats would do that best.


Unkabear -
some notes : About the 4 rings, don't swap out the Ring of Regen, b/c if you take damage while it's not on, that damage won't regen when you do put it on.

Secondly, Weapon Finesse is NOT a racial bonus feat for Pixie's. If you'll note their sample pixie has a b beside Dodge (meaning racial bonus), and in the "pixie's as characters" section it says "Racial feats: A Pixie gains Dodge as a bonus feat." The Weapon Finesse is the feat that the sample pixie choose as their first level/hd feat that everything's entitled to. You'd actually have to spend one of your feats on it, though.

Also, I'm not sure if the DM minds, but could you point out how your stats got to what they are? (Base, levels, racial, Enhancement, etc)
 

Insight said:
[sblock=working version]

Note: this is not quite done. I still need to pick a deity and get the two domain granted powers (suggestions here are greatly appreciated). I also have not chosen skills (like that matters LOL). I also have some cash left to spend.

ZAUTH THE SOJOURNER [ECL 20] 200,000/210,000xp
Male Human Evolved (x2) Ghost Cleric 11, Paladin 2
LG Medium Undead (Augmented Humanoid, Incorporeal)

Init +3; Senses Darkvision 60ft, Listen +11, Spot +11
Languages Common, Draconic, Elven.
AC 49, Touch 36, FF 46 (+14 Deflection, +3 Dex, +8 Wis, +1 Item, +8 Armor, +5 Natural).
HP 75
[sblock=Rolls]12d12+12=75[/sblock]
Fort +29, Ref +25, Will +34; Immunities Mind-affecting, poisons, sleep effects, paralysis, stunning, disease, death effects, critical hits, nonlethal damage, ability drain, energy drain, ability score damage (Str, Dex, Con only), fatigue, exhaustion, massive damage, any effect that requires a Fort save (that does not also affect objects; Special 50% chance to ignore magical attacks from the Material Plane (not including force effects or ghost touch attacks)
Spd 30ft fly (Perfect)
Melee Incorporeal Touch Attack (+12/+7 atk, 1d8 & 1d4 ability dmg (any); crit 20/x2)
Ranged Ranged Touch Attack (+12/+7 atk, dmg varies; crit 20/x2)
Space 5ft; Reach 5ft
Base Attack +9; Grapple +9
Attack Options: Smite Evil 1/day
Divine Spellcasting: (CL 13; 6x0th, 7(+1)x1st, 6(+1)x2nd, 6(+1)x3rd, 4(+1)x4th, 3(+1)x5th, 2(+1)x6th
Ability Scores Str 17, Dex 17, Con N/A, Int 15, Wis 27, Cha 38
[sblock=Rolls]17, 15, 15, 13, 13, 11[/sblock]
[sblock=Modifiers]+4 Str, +8 Cha from Templates, +1 Wis, +2 Cha from Level Gains, +4 Dex, +11 Wis, +11 Cha from Items.[/sblock]
SQ Aura of Good (13), Detect Evil at will, Divine Grace, Divine Spellcasting (Domains: X and Y), Domain Granted Abilities (entry), Draining Touch, Fast Healing 6, Lay on Hands (28hp/day), Malevolence, Manifestation, Rejuvenation, Smite Evil 1/day (+12 atk, +2 dmg), Spell-like Abilities, Turn Resistance +4 (17HD), Turn Undead (17/day, 1d20+14 Turning Check, 2d6+25 HD)
Feats Ability Focus (Malevolence), Divine Metamagic (Empowered; CDiv), Divine Ward (PHB2), Practiced Spellcaster (Cleric), Quicken Manifestation (LM), Sacred Boost (CDiv)
Skills entry. From Ghost - +8 to Hide, Listen, Search, and Spot (added above).

Draining Touch (Su): When Zauth hits a living target with his incorporeal touch attack, he drains 1d4 points from any one ability score he selects. On each such successful attack, Zauth heals 5 points of damage. Against ethereal opponents, Zauth adds his Strength modifier to attack rolls only. Against nonethereal opponents, Zauth adds his Dexterity modifier to attack rolls only.
Malevolence (Su): Once per round, while ethereal, Zauth can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (Caster Level 13), except that it does not require a receptacle. To use this ability, Zauth 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 31). A creature that successfully saves is immune to that Zauth’s malevolence for 24 hours, and Zauth cannot enter the target’s space. If the save fails, Zauth vanishes into the target’s body.
Manifestation (Su): Zauth dwells on the Ethereal Plane and, as an ethereal creature, he cannot affect or be affected by anything in the material world. When Zauth manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. While manifested, Zauth can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. Zauth can pass through solid objects at will, and his own attacks pass through armor. While manifested, Zauth always moves silently. Zauth can strike with his touch attack or with a ghost touch weapon. While manifested, Zauth remains partially on the Ethereal Plane, where he is not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. Zauth’s incorporeality helps protect him 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 Zauth manifests, his 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.
Zauth has two home planes, the Material Plane and the Ethereal Plane. He 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 + 13) against DC 16.
Spell-like Abilities: 1/day – Greater Dispel Magic and Haste (CL 13; SDC 29)
Telekinesis (Su): As the telekinesis spell, CL 13. Zauth must wait 1d4 rounds between uses of this ability.

Gear:
Amulet of Natural Armor +5 (Throat slot; 50,000gp)
Bracers of Armor +8 (Arms slot; 64,000gp)
Cloak of Resistance +5 (Shoulder slot; 25,000gp)
Crown of the Latent Emperor (Head slot; +6 enhancement bonus to Wis and Cha, also powers of Circlet of Mages, Circlet of Rapid Casting, and Circlet of Solace (MIC); 134,500gp)
Gloves of Dexterity +4 (Hands slot; 16,000gp)
Monk’s Belt (Waist slot; 13,000gp)
Ring of Undead Mysticism (Ring 1 slot; as Ring of Mystic Healing and Ring of Positive Protection (MIC); 45,250gp)

Used:
Tome of Leadership & Influence +5 (137,500gp)
Tome of Understanding +5 (137,500gp)

Wealth: 139,600gp
[/sblock]

OK, Darimaus said we could choose ANY deity (including made up ones), so if you want to feel free, design your very own religion (Or use one you've made up as a DM before), and get whatever two domains you want.
BTW, Don't forget that practiced spellcaster is +4 caster level, not 2 or 3.
Also, I'd up the gloves of Dex to a +6, and buy a tome+1 or +3 for a total dex of 20/22

[sblock=concerns]
I'm concerned about the following items:

1. He is effectively a 13th level caster in a level 20 game. I'm worried that a lot of his spells are going to be ineffective against the bad guys, If all he does is heal, fine, but that's just boring. I've got a +13 to penetrate spell resistance, which almost certainly most creatures we fight will have.
2. Healing ability. Being incorporeal, I can't use touch spells directly on any targets, not even friendly ones. That means no cure spells, unless they are mass cures. The best way for me to deal with this is to use Malevolence to take over someone's body and use them to deliver touch spells. Alternately, I can use Divine Ward to cast touch spells at range, but I have to choose maybe one or two targets and spend turn attempts not only to designate each target ahead of time (it takes 10 mins to prep for each target), but also a turn attempt to cast each touch spell at range.
3. Low HP. Not much I can do about that, having no Con score. The 50% miss chance should mitigate that somewhat, and if he gets in trouble, he can also un-manifest and head to the Ethereal to heal up.
4. Low BAB. I won't be able to hit anything with my spells. Even with a touch attack, I've got a +11 to hit. I've got maybe a 50/50 shot at hitting the most worthless Lvl 20 touch ACs.[/sblock]


[sblock=RE: concerns]
1. Not sure how you got CL 13.. Cleric 11 + 4 practiced Spellcaster is 15.. is there anything else you add? Also, in that case might I suggest Cleric Buffs? Righteous Might/Divine Power/Divine Favour combined with your being incorporeal could make for some good mojo... Or, even worse.. OH, I just had an idea... Leadership, Melee fighter cohort, Posess him, buff him.
2. The Cohort idea allows for the Healing, too.. But I think you should be able to do it... Manifesting allows the ghost to make a touch attack, it says.. Healing is technically a touch attack, shouldn't it follow the same rule?
Alternately, there's Reach spell.
3. That shouldn't be a problem as a Ghost.. Like you said, the 50% combined with ability to go Ethereal, Fast healing, and Magic healing(though keep in mind, you'd need INFLICT spells to heal yourself, being undead)... And if all that fails, you respawn in 2d4 days. I'd suggest being able to teleport somehow (Even boots of teleporation), so that if it DOES happen, you can get back to the group after you respawn.
4. Well, you should have BAB 10, and if you up your dex like I suggested, could get a +16 attack, which isn't that bad. Then you have cleric buffs, Greater Magic Weapon, and the fact that you're making touch attacks (which drain ability scores, I might add). And if that's not good enough for you, there's always the Cohort idea (Which is how most of the ghosts I've seen played as PC's have gone, though I understand if it doesn't work for you).


BTW, don't plan on taking over the powerful badguys, cuz most BBEG's are the "fail on a 1" type, so if you're going to posess someone, you'll either be using Cohort, random nobody's, or making a deal with another PC.
[/sblock]
 

Alrighty, as the completion date is drawing near, I'm gonna give you guys a bit more starting info. You'll be starting on a fleet of 10 ships, each packed with a few hundered warriors of all shapes and sizes, heading towards No Man's Land. This is the list of who's on what boat in case you guys want to work your storylines in together.

Jemal : Boat 1
Nephtys : Boat 1
Shayuri : Boat 6
Voidrazor : Boat 9
Moritheil : Boat 3
Unkabear : Boat 9
Tailspinner : Boat 7
zeb.hillard : Boat 7
Avalon : Boat 2
Bloodweaver1 : Boat 4
s@squ@tch : Boat 10
Rathan : Boat 2
Insight : Boat 1
Kafkonia : Boat 10
Rino : Boat 5
LordRaven88 : Boat 8
Necro-Kinder : Boat 6
Scotley : Boat 10
Brother Allard : Boat 4
 

Jemal said:
OK, Darimaus said we could choose ANY deity (including made up ones), so if you want to feel free, design your very own religion (Or use one you've made up as a DM before), and get whatever two domains you want.
BTW, Don't forget that practiced spellcaster is +4 caster level, not 2 or 3.
Also, I'd up the gloves of Dex to a +6, and buy a tome+1 or +3 for a total dex of 20/22




[sblock=RE: concerns]
1. Not sure how you got CL 13.. Cleric 11 + 4 practiced Spellcaster is 15.. is there anything else you add? Also, in that case might I suggest Cleric Buffs? Righteous Might/Divine Power/Divine Favour combined with your being incorporeal could make for some good mojo... Or, even worse.. OH, I just had an idea... Leadership, Melee fighter cohort, Posess him, buff him.
2. The Cohort idea allows for the Healing, too.. But I think you should be able to do it... Manifesting allows the ghost to make a touch attack, it says.. Healing is technically a touch attack, shouldn't it follow the same rule?
Alternately, there's Reach spell.
3. That shouldn't be a problem as a Ghost.. Like you said, the 50% combined with ability to go Ethereal, Fast healing, and Magic healing(though keep in mind, you'd need INFLICT spells to heal yourself, being undead)... And if all that fails, you respawn in 2d4 days. I'd suggest being able to teleport somehow (Even boots of teleporation), so that if it DOES happen, you can get back to the group after you respawn.
4. Well, you should have BAB 10, and if you up your dex like I suggested, could get a +16 attack, which isn't that bad. Then you have cleric buffs, Greater Magic Weapon, and the fact that you're making touch attacks (which drain ability scores, I might add). And if that's not good enough for you, there's always the Cohort idea (Which is how most of the ghosts I've seen played as PC's have gone, though I understand if it doesn't work for you).


BTW, don't plan on taking over the powerful badguys, cuz most BBEG's are the "fail on a 1" type, so if you're going to posess someone, you'll either be using Cohort, random nobody's, or making a deal with another PC.
[/sblock]

[sblock=Jemal]Unfortunately, Practiced Spellcaster is +4 CL up to your Hit Dice, which for me is going to be 13 no matter what I do, since I have +7 LA from templates.

I'll probably end up spending the rest of the cash on +Dex stuff in that case. That was the angle I was thinking of taking anyway.

I may end up dropping Quicken Manifestation and taking Leadership. It would give me a better way to interact with the group, and I could use Malevolence to take him over if need be.

Or I could drop Ghost and make a Human Saint Cleric Paladin Monk Fist of Raziel woooooooooot.[/sblock]
 


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