Human Ghost, Shaper 7. (ecl 12)
Str: 8 /-1
Dex: 12/+1 (4 points)
Con: --/--
Int: 25/+7 (16 points, +1 level, +6 item
Wis: 10/+0 (2 points)
Cha: 27/+8 (13 points +4 ghost +6 item)
HP: 66 (12 +12*0.75*6)
AC: 23 (10 +1(dex) +8(cha) +4 (feat)(50% miss chance for attacks from corporeal sources)
Init: +1
Speed: 30, Fly 30 (perfect maneuverability)
Bab: 3
Attack: +4, Touch attack
Full Attack: +4 Touch attack
Damage: 1d4 ability damage
Fort: +2 (+2+0)
Refl: +3 (+1+2) (50% miss chance for spells from corporeal sources)
Will: +5 (+5+0)
Feats: Inertial Armor, Psionic Focus (Metacreativity), Greater Psionic Focus (Metacreativity), Trigger Power (Detect Thoughts)
Skillpoints: 90
Concentration: +10 (10 skill points)
Diplomacy: +5 (10 skill points, cross-class)
Knowledge: (psionics) +17 (10 skill points, +7 Int)
Knowledge: (arcana) +12 (10 skill points cross-class, +7 Int)
Knowledge: (the planes) +12 (10 skill points cross-class, +7 Int)
Psicraft: +17 (10 skill points, +7 Int)
Perform: + 18 (10 skill points, +8 Cha)
Sense Motive: +7 (10 skill points cross-class, +2 psicrystal)
Speak Abyssal, Auran, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Orcish, Sylvan, Terran (10 skill points, 4 bonus from Int)
Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal.
Psion features: Psicrystal (Sympathetic, sighted, empathic link, telepathic link, self-propulsion, speak with other creatures), all attack modes, Tower of Iron Will, Mind Blank, Intellect Fortress)
Psionics: 42 pp/day
0 Detect Psionics, Far Hand, Finger of Fire, Missive, Telempathic Projection
1 Charm Person, Identify, Lesser Metaphysical Weapon, Matter Agitation
2 Augury, Detect Thoughts, Ectoplamsic Cocoon
3 Lesser Domination, Whitefire
Ghost Special Qualities:
*Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* 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.
* Manifestation (Su): 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.
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.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Ghost Special Attacks:
* Corrupting Gaze (Su): A ghost can blast living beings with a glance, ata ragne of up to 30 feet. Creatures that meet the ghost's gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
* Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Malevolence (Su): 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.
88000gp
Ghostly equipment:
Headband of Intellect +6, 36000gp
Cloak of Cha +6, 36000gp
Grave: a carefuly concealed tomb, secured with 16000 gp worth of Walls of Stone and Nondetection spells, in a remote corner of an otherwise uninhabited archipelago.