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View Full Version : DM Help Is this Ghost properly built?



Balor01
2014-09-30, 04:37 AM
... for anyone that has experience with Ghost templates ... and has some time. Did I do anything whong with this guy?

Its Hound Archon Hero, lvl 11 paladin turned into Ghost.

thanks

LG medium Baelorn Shiretain Watch Commander Hero Hero, 11th-Level Paladin HD 6d12 42 hp Init +5 (+1 dex, +4 Improved Initiative)
AC 43 FF 42 Touch 18 (+1 Dex, +18 natural , +7 Mithral chain shirt +3 , +7 deflection)
Str 25(+7) Dex 12(+1) Con -- Int 8(-1) Wis 14(+2) Cha 24(+7) Fort +8 Ref +9 Will +10
Speed 30 ft. in full plate armor (6 squares); base speed 40 ft.
Base Atk +6 Grp +13
Attack: Draining Touch (drains one ability score) +7 1d4+0
Attack: Corrupting Touch +7 1d6+0
Attack: Corrupting Gaze
Attack: + cold iron greatsword +15 2d6+12
Full Attack: +2 cold iron greatsword +15/+10 2d6+12, bite +8 1d8+3
Full Attack: bite +13 1d8+7, slam +8 1d4+3
SA: Turn resistance 10, Aura of Menace, DR 10/evil, SR 27, Darkvision, immunity to electricity and petrification, magic circle against evil
Skills: Concentration +7, Diplomacy +14, Hide +8, Jump +14, Listen +9, Ride +8, Sense Motive +9, Spot +9, Survival +9 Improved Initiative, Leadership, Mounted Combat
Gear: Amulet of Health +2 (4000gp) – worn Amulet of Natural Armor +3 (9000gp) – worn Belt of Giant Strength +4 (16000gp) – worn Cloak of Charisma +4 (16000gp) – worn Cloak of Resistance +3 (9000gp) – worn Gloves of Dexterity +2 (4000gp) – worn Ring of Protection + 3 (9000gp) – worn Mithral chain shirt +3 (10250gp) – worn
Total Cost of Gear: 77250gp

Smite evil(Su): Three times per day a hound archon hero can make a normal melee attack with a +3 bonus that deals an extra 11 points of damage against an evil foe.
spell-like abilities(Sp): Spell-Like Abilities: At will-aid, continual flame, detect evil, message. Caster level 6th.
Aura of menace(Ex): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
change shape(Ex), damage reduction(Ex): 10/evil, darkvision(Ex): 60 ft., immunity to electricity and petrification(Ex): magic circle against evil(Ex), paladin abilities(Ex), scent(Ex): spell resistance(Ex), 27 teleport(Ex), tongues(Ex)
Special Attacks(Su): A ghost gains one to three other special attacks. If they had been selected randomly this ghost would have received the follow 1 power(s): Corrupting Gaze
Manifestation(Su): Every ghost has this ability. 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 (see Ghostly Equipment, below). 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. 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 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 nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Ghostly Equipment: When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature's possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost). The original material items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.
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.
Turn Resistance(Ex): A ghost has +4 turn resistance. (10)
Corrupting Gaze(Su): Fortitude save DC 20(+3 HD, +0 Racial, +7 Cha, +0 Feat)
A 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 on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Touch(Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
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.
Frightful Moan(Su): Will save DC 20(+3 HD, +0 Racial, +7 Cha, +0 Feat)
A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.
Horrific Appearance(Su): Fortitude save DC 20(+3 HD, +0 Racial, +7 Cha, +0 Feat)
Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for 24 hours.
Malevolence(Su): Will save DC 22(15 + +0 Racial, +7 Cha, +0 Feat) 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 equal to the creature's HD 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. 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.
Telekinesis(Su): Fortitude save DC 20(+3 HD, +0 Racial, +7 Cha, +0 Feat) (300 pounds , +13, 1d6 dmg /25 pounds for hard/dense objects)
A ghost can use telekinesis as a standard action (caster level 12th or equal to the creature's HD whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.