They were designed with the lyrics of "This is Halloween" in mind; The wind blowing through your hair, the clown with the tear-away face, and the shadow on the moon at night.
Enjoy.
"I am the 'who' when you call 'who's there?'
I am the wind blowing through your hair"
Elf Ranger 6/Justice of Weald and Woe 9
Hit Dice (15d8+15) 86 HP
Languages: Common, Elven, Orc
STR 10
DEX 29
CON 12
INT 12
WIS 14
CHA 10
AC: 34 (+9 dex, +7 armour, +8 deflection)
SPEED: 30 ft
FORTITUDE: +13
REFLEX: +21
WILL: +7
BAB: +12
INIT: +9
Attacks:
Bonebow +31 (1d12+10+2d10+1d6 fire/cold/acid)
Bonebow +31 (1d12+10+2d10+1d6 fire/cold/acid)*2
+26 (1d12+10+2d10+1d6 fire/cold/acid)
+21 (1d12+10+2d10+1d6 fire/cold/acid)
Skills: Survival +20, Handle Animal +18, Hide +27, Move Silently +27, Listen +22, Spot +22, Search +3
Feats: Track, Endurance, Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Shot on the Run, Far Shot, Improved Rapid Shot, Craft Wondrous Item, Weapon Proficiency (bone bow), Improved Manyshot, Bleeding Attack
Equip: Gloves of Dexterity +6, Bracers of Armour +8, Armour of the Unending Hunt, Lenses of Hunters Mercy, Amulet of Arrowsplit, Headband of Darkflame Arrow, +5 Hideaway Elvencraft Bonebow, Quiver of Abundant Ammunition, Ring of Nullification (*2), +5 Flaming burst adamantine arrow, +5 frost burst cold iron arrow, +5 acid burst silvered arrow
Special Abilities: Sneak Attack +2d6, Hide in Plain Sight, Steady hand, Poison Use, Woodland Stride, Trackless Step, Lucky Shot, Wild Empathy, Favoured enemy *2, animal companion, Detect secret doors
Sneak Attack +2d6
Hide in Plain Sight: You can hide without something hide behind
Steady hand: Don’t provoke attacks of opportunity when using your longbow
Poison Use: You can use poison without poisoning yourself
Woodland Stride: You can move through natural growth without penalty
Trackless Step: You leave no trace behind, and cannot be tracked unless you wish it
Lucky Shot: Once per day add +10 to one attack roll
Wild Empathy: You can use diplomacy instead of handle animal
Favoured enemy(Monstrous Humanoid): +2 bluff, sense motive, spot, survival, listen, damage
Favoured enemy(Giant): +4 bluff, sense motive, spot, survival, listen, damage
Animal companion: Light Horse
Detect secret doors: You can make a search check just by passing a secret door
Spells:
Known 1st level - 6/day
Known 2nd level - 4/day
Known 3rd level - 3/day
Known 4th level - 2/day
"I am the clown with the tear-away face
Here in a flash, and gone without a trace"
Human Ghost Bard/10
Hit Dice (10d12+70) HP Turn Resistance +8
Languages: Common, Elven, Dwarven
STR -
DEX 14
CON -
INT 14
WIS 10
CHA 34
AC: 29 (+2 dex, +5 armour, +12 cha)
SPEED: 30 ft (fly)
FORTITUDE: +7
REFLEX: +13
WILL: +22
BAB: +7/+2
INIT: +2
Attacks:
Longsword +8 (1d8)
Skills: Perform (singing) (13 ranks) +29, Bluff +29, Diplomacy +29, Knowledge (History) +16, Sense Motive +14, Disguise +29, Gather Information +29, Intimidate +29, Spellcraft +16
Feats: Haunting Melody, Unnatural Will, Ghostly Grasp, Quicken Manifestation, Improved Turn Resistance, Life Sense, Unholy Toughness
Equip: +1 Ghost-touch chain shirt, Cloak of Charisma +6, Circlet of Persuasion, Pale Green Ioun stone, Tome of Leadership+Influence (Used), Cloak of Resistance +3, Bag of Holding Type III
1,100
Special Abilities: Manifestation, Malevolence, Telekinesis, One More, Rejuvenation, Turn Resistance +8, Bardic Music 10/day, Bardic Knowledge +14, Countersong, Fascinate, Inspire Awe, Inspire Competence, Inspire Greatness, Suggestion
Inspire Awe:
Haunting Melody: Anyone within 30 ft must make a DC 27 will save or become shaken for 13 rounds
Ghostly Grasp: You can wield/wear corporeal items even though you are not.
Life Sense: Living creatures give off light that you can see by. Medium gives off 60ft bright illumination.
Manifestation: Your spells and attacks may now affect creatures on the Material Plane. May manifest as a free action.
Malevolence: May merge body with body of a Material Creature. They must make a will save equal to 27 or be possessed.
Telekinesis: As the spell cast by a 12th level sorcerer. At will.
Rejuvenation: If you make a successful check (1d20+10 vs 16) you return in 2d4 days after being slain.
Choose one of the following
Horrific Appearance (Su): Any living creature within 60 feet that views the ghost must succeed at a Fortitude save or immediately suffer 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 points of Constitution drain. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for one day.
Corrupting Gaze (Su): The ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost's gaze must succeed at a Fortitude save or suffer 2db points of damage and 1d4 points of permanent Charisma drain.
Energy Drain(Su) : Some ghosts drain life energy, just like other undead such as vampires or wraiths. With a successful touch attack, the ghost bestows one or two negative levels (depending on the individual ghost).
Spell Resistance (Ex): Certain ghosts have spell resistance equal to 12 their Hit Dice.
Resistance or Immunity (Ex): Ghosts are sometimes immune or resistant to one or more forms of energy, including acid, cold, fire, and electricity.
Magical Radiance (Su): The ghost can at will cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and glow for 2d4x10 minutes.
Spells:
Known 0 level - 3/day
dancing lights, ghost sound, light, summon instrument, message, prestidigitation
Known 1st level - 6/day
Tasha’s hideous laughter, cause fear, expeditious retreat, undetectable alignment
Known 2nd level - 6/day
summon swarm, detect thoughts, scare, minor image
Known 3rd level - 5/day
haste, slow, fear, glibness
Known 4th level - 3/day
hallucinatory terrain, dominate person"I am the shadow on the moon at night
Filling your dreams to the brim with fright"
Human Sorcerer 4/Dread Witch 5/Nightmare Spinner 5/Mindbender 1
Hit Dice (15d4) HP
Languages: Common, Elven
STR 10
DEX 16
CON 10
INT 13
WIS 12
CHA 30
AC: 18 (+3 dex, +5 deflection)
SPEED: 30 ft
FORTITUDE: +8
REFLEX: +11
WILL: +30
BAB: +6
INIT: +5
Skills: Knowledge (Arcana) +19, Bluff +28, Intimidate +28, Concentration +18, Diplomacy +15, Sense Motive +6, may make all knowledge checks as if trained
Feats: Oneiromancy, Improved Oneiromancy, Fell Frighten, Easy Metamagic(Fell Frighten), Practical metamagic(fell frighten), Spell Focus(enchantment), Unsettling Enchantment, Dreamtelling, Lunatic Insight, Unnatural Will(b)
Equip: Cloak of Charisma +6, Tome of Leadership & Persuasion +4 (used), Bracers of armour +5, Cloak of resistance +5, Gloves of Dexterity +2
Special Abilities: Fast Metamagic 3/day, Greater master of terror, Absorb fear, Delay fear, Horrific aura, Reflective fear, Fearful empowerment 2/day, Immunity to fear, Inspire fear, Nightmare phantasm, Spirit chill, Deadly nightmare, Telepathy
Greater master of terror: All fear spells you cast gain +2 save DC. You may also target creatures immune to fear.
Absorb fear: if shaken +1 caster level, if frightened +2 caster level, if panicked +3 caster level for as long as fear effect or cha mod
Delay fear: You can delay fear effects (against you or your target) rounds equal to your cha mod
Horrific aura: creatures of 6hd or less must make a DC 25 will save or become shaken when within 10 ft of you
Reflective fear: Anytime that you save against a fear effect whoever created it gets targeted
Fearful empowerment: You can add the fear descriptor to a spell. Any targets affected by the spell must make a DC 27 will save or be shaken for 1d4 rounds
Fast Metamagic: This allows you to cast a spell with a metamagic feat for at no additional casting time 3/day
Fell Frighten: Any creature that is subject to mind affecting/fear effects that is damaged by this spell is shaken for 1 minute
Immunity to fear: You are immune to fear effects
Inspire fear: As a standard action you can make one character within 30 feet shaken for 5 rounds unless they make a DC 25 will save. You can use this 13 times per day
Nightmare phantasm: When you cast an illusion spell you can weave it with nightmares. When they attempt to save against it they become shaken for 1 round (no save) you can use this ability 13 times per day
Spirit chill: Creatures you hit by fear take nonlethal damage. Shaken = 1d6, frightened = 2d6, panicked = 3d6
Deadly nightmare: Target one creature within 30 feet. If it fails a DC 25 will save it dies of fear. If it survives it is panicked for one round. You can use this 3/day
Telepathy: 100 ft range, you can communicate with any creature that has a language
Unsettling Enchantment: When a target must save vs an enchantment spell they take a -2 to attack rolls and AC for 1 round
Spells--per day
0--7
daze, prestidigitation, dancing lights, ghost sound, flare, light, mage hand, arcane mark, detect magic
1st--10
cause fear, charm person, colour spray, vigilant slumber, silent image, restful slumber
2nd--10
scare, daze monster, minor image, invisibility, blur
3rd--9
fly, fireball, displacement, major image
4th--9
crushing despair, confusion, illusory wall, nightmare terrain, manifest desire, manifest nightmare
5th--9
dominate person, feeblemind, cone of cold, dreaming puppet
6th--7
permanent image, chain lightning
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