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Post by The Hive Mind on Thu May 15, 2014 1:47 pm

The spirits of the dead and extraplanar entities trapped by the Sundering can be found in all corners of Aryth. For a reason not entirely understood, some are able to sense the movements and sounds of even distant spirits, who are nor- mally unable to interact with living, material creatures. Many attempt to ignore these voices for fear of being branded insane or possessed by dark spirits, but others cultivate their abilities and grow into powerful conduits between the mate- rial and spirit worlds. These eccentric folks are commonly known as haunted ones, and they travel the lands of Eredane in search of distant spirits on quests that few can understand. Their interest in communicating with spirits often manifests itself with a more general interest in divination magic, and by the time a haunted one has mastered his abilities he has an innate understanding of such magic that surpasses even the most learned elven sages and channelers.

Hit Die: d6.


Skills: Knowledge (arcana) 8 ranks, Knowledge (spirits) 10 ranks.
Feats: Magecraft, Spellcasting (Divinination) and Spellcasting (Necromancy).

Class Level / Base Attack Bonus / Fort Save / Ref Save / Will Save /Special
1st -----------------+0 ------------+0 --------+0 --------+2 ------Improved spellcasting, séance 1/day (day)
2nd -----------------+1 ------------+0 --------+0 --------+3 ------Spiritcraft, spirit maipulation
3rd -----------------+2 ------------+1 --------+1 ---------+3 -----Ghost sight
4th -----------------+3 ------------+1 --------+1 ---------+4 -----Spirit manipulation, séance 2/day (year)
5th -----------------+3 ------------+1 --------+1 ---------+4 -----Spell focus (Divination)
6th -----------------+4 ------------+2 --------+2 ---------+5 -----Spirit manipulation
7th -----------------+5 ------------+2 --------+2 ---------+5 -----Séance 3/day (century)
8th -----------------+6 ------------+2 --------+2 ---------+6 -----Spirit manipulation
9th -----------------+6 ------------+3 --------+3 ---------+6 -----Spell focus (Necromancy)
10th ----------------+7 ------------+3 --------+3 ---------+7 -----Spirit manipulation, Séance 4/day (Sundering)

Class Skills: Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Speak Language (n/a), and Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency: Haunted ones gain no additional proficiency with weapons, armor, or shields.

Improved Spellcasting: Haunted one levels grant similiar benefits as channeler levels with regards to the art of magic, bonus spells, and bonus spell energy. This means that haunted one levels stack with channeler levels for the purpose of determining the highest-level spells the character can cast. A character with more channeler and haunted one levels than in other classes gains +1 to his character level to determine the highest level spells he can cast.

Additionally, each time the character achieves a new haunted one level, he gains one new spell of either the divination or necromancy school of any level he can cast.

Finally, the character's maximum spell energy increases by one point for every haunted one level he gains.

Spiritcraft (Ex): At 2nd level, the haunted one learns to unlock the secrets of spirit magic. The spell energy cost for casting divination and necromancy spells is reduced by 1. The character's haunted one level must be higher than the level of the spell cast to gain the reduced cost, and the minimum cost is 1.

Séance (Sp): Once per day at 1st level, and an additional time per day at every three levels thereafter, the haunted one can channel the distnat spirits in the area around him, asking them to guide him in his actions. This functions as if the haunted one had cast an augury spell with a caster level equal tio his character level, and requires a full-round action.

Alternatively, the haunted one may use this ability to ask the spirits he has channeled about one event that happend in the area, gaining rudimentary knowledge of the past. The spirits are best able to perceive actions that caused intense emotions, whether love, anger, or fear, and can provide more detailed information about such events. The information gained from this ability is similar to that gained by the legend lore spell. The character can ask the spirits about events within a radius of 100 feet per class level. Using this ability requires 10 minutes of uninterrupted concentration, and the haunted one is considered dazed for one minute afterwards.

At 1st through 3rd level, the haunted one may gain information about events that happened within one day of the séance. At 4th level, he may ask spirits about events that happened up to one year in the past. At 7th level he may ask them about any event that occurred in the area in the past century, essentially since the beginning of the reign of Izrador. Finally, at 10th level, the haunted one gains the spirits' full trust and may ask them of any noteworthy event in the area since the time of the Sundering.

Spirit Manipulation (Sp): Each time this ability is gained, the haunted one must choose one Divination or Necromancy spell that he knows. If he chooses a Divination spell, the spell may be of the highest level he can cast. If he chooses a Necromancy spell it must be one level lower than the highest spell level he can cast. The haunted one can cast this spell once per day as a spell-like ability, meaning it requires no spell energy to cast and cannot be detected by astiraxes.

The haunted one may choose a different spell each time this ability is gained, or may choose to cast a previously chosen spell one additional time per day as a spell-like ability.

Ghost Sight (Su): Beginning at 3rd level, the haunted one gains the ability to see invisible or incorporeal creatures normally. This functions as if the haunted one was under the effects of a permanent see invisibility spell with a caster level equal to his character level. This ability may be supressed or resumed as a free action.

Spell Focus: The haunted one gains Spell Focus (Divination) at 5th level and Spell Focus (Necromancy) at 9th level. If he already has either of these feats at those levels, he instead gains the Greater Spell Focus version of that feat.
The Hive Mind

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