Ember McLain

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Ember McLain

Mensaje por Nex189 el Vie Ene 20, 2017 10:31 am

Name: Ember McLain
Race: Ghost
Level: LA +5, Bard 1, Cloistered Cleric 4
Alignment: Chaotic Neutral.
Languages: Common, Draconic, Celestial, Infernal, Abbysal
Taint: Mild
HP: 60

Str: 10/0
Dex: 18/4
Con: 0/-
Int: 18/4
Wis: 22/6
Cha: 24/7

Fort: -/0/4/1: 5
Reflex: 4/ 2/1/1: 7
Will: 6/2/4/1: 13

BAB: 2
Attack: 6 (2 + 4 Dex)
AC: 22  (9 AC + 4 Dex + 7 Cha + 1 Ring 1 + 1 Bracers)
Speed: 30 Ft, Fly 30 Perfect
Initiative: 4
Ghost DC: 10+2+7: 19
Immunity: Fire
Deity: Olidammara, god of thieves (Chaotic Neutral)
Domains: Chaos, Luck, Knowledge
Turning p/day: 12

Equipment: (250gp left)
Masterwork Ornate Electric Guitar: (1050 gp)
-+2 To Perform
-Wand Chamber
-+2 To Diplomacy
-Instrument Blade
-Least Return Crystal (Quick Draw)

Badge of Valor (1.200)

Wand of Inspirational Boost (750gp)
Charges: 50/50

Vest of Resistance +1 (1.000)

Ring of Protection +1 (2.000)

Bracers of Armor +1 (1.000)

Reliquary Holy Symbol (1.000gp)

Healing Belt: (750gp)
-Heal +2
-3 Charges, healing Touch.

Class Features:

Hit Dice: Increase to d12.

Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

AC: Natural armor is the same as the base creature but applies only to ethereal encounters. When the ghost manifests (see below) its natural armor value is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attacks: The ghost retains all the attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures.

Damage: Against ethereal creatures, a ghost uses the base creature's damage ratings. Against non-ethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks: The ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. The ghost also gains a manifestation ability plus 1d3 other special attacks described below Saves have a DC of 10 + 1/2 ghost's HD + ghost's Charisma modifier unless noted otherwise.

Manifestation (Su): All ghosts have this ability As ethereal creatures, they cannot affect or be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost can strike with its touch attack or a ghost touch weapon. A manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal planes. When a spellcasting ghost 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 material targets.

Telekinesis (Su): 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.

Deathsong (Su): Once per day, the ghost can sing a hollow dirge for 1 to 4 rounds (at the ghost's discretion). The song causes all living beings within 90 feet to become panicked unless they make a successful Will save. Panicked creatures have a -2 morale penalty on saving throws, flee at top speed for 10 rounds, and have a 50% chance to drop what they're holding. The song also creates a 10-foot-radius field that cancels all enchantment effects for the duration of the song plus 6 rounds afterward. Any physical attack made by the ghost while singing a deathsong deals triple normal damage.

Chill Ray (Su): Up to twelve times per day, the ghost can attack with a ray of cold light. The ray affects a single creature within 90 feet; the ghost must make a ranged touch attack for the ray. The ray deals 2d6 points of temporary Constitution damage. In addition, the target must make a Will save or be affected as if by a slow spell for 1 round per each of the ghost's Hit Dice.
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.

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 often only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's level or 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.

Immunity (Ex): Fire

Undead Traits:

Darkvision, 60ft

-Immunity to Mind-affecting effects

-Immunity to Poison, Sleep effects, Paralysis, stunning, disease, and death effects.

-Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

-Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
-Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

-Uses its Charisma modifier for Concentration checks.

-Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.

-Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

-Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

-Undead do not breathe, eat, or sleep.


Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.


Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin, and ranger), which are drawn from the cleric spell list (page 183). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3—7: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1: Ability Modifiers and Bonus Spells, page Cool. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list (page 183), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: Choose a deity for your cleric. Sample deities are listed on Table 3—7: Deities and described on page 106—108. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. You may also choose for your cleric to have no deity.
If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not clerics.)
When you have chosen an alignment and a deity for your cleric, choose two domains from among those given on Table 3—7 for the deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity's interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain.
If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list (page 183), a cleric can prepare it only in his domain spell slot. Domain spells and granted powers are given in Cleric Domains, pages 185—189.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). For example, a good cleric who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.
An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) convert prepared spells to inflict spells, not cure spells. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) convert prepared spells to cure spells, not inflict spells.
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, page 159).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures., forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) rebuke or command undead. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) turn of destroy undead. A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Granted Powers:
-Chaos Spells at +1 Caster Level
- 1 Reroll
-+1 To Diviniation Spells



Level 0: (2/day)
-Ghost Sound
-Detect Magic

Cleric: (Prepared)
Level 0: (5)
-Read Magic
-Purify Food and Drink
-Create Water

Level 1: (5+1)
-Foundation of Stone

Level 2: (4+1)

-Frivolous Performer

Level 1: Extend Spell
Human: Melodic Casting
Flaw: Persist spell
Flaw: Ghostly Grasp
Flaw: Divine Metamagic (Persist Spell)
Mild Taint: Requiem
Level 3: Sacred Performer

Skills: (84)
Perform (String): 8/7/2: 17
Perform (Vocal): 8/7: 15
Concentration: 8/7: 15
Spellcraft: 8/4: 12
Listen: 8/8/6: 22
Diplomacy: 8/7/2: 17
Sense Motive: 8/6: 14
Heal: 4/6: 10
Spot: 4/8/6: 18
Knowledge (Religion): 5/ 4: 9
Search: 0/8/4: 12
Hide: 0/8/4: 12
Tumble: 8/4: 12
Seduction: 4/7: 11

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Fecha de inscripción : 14/01/2016

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