Spiritjam (Spelljammer)

"So these things hate life? All life? How the hell do you keep them under control?"

"I assure you madam, they are perfectly normal minions, and I am not charmed in any way. Please step closer."

Spiritjam is an Acquired Template that can be applied to any Humanoid Caster who died while spelljamming. They appear as faint, ethereal figures floating in wildspace with unusually long fingers ending in claws, and eyes that twinkle like stars. Their hair floats about them like mist. They despise life, and unless they seek out former enemies from life, they inhabit barren, lifeless areas.

Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.

Hit Dice: All current and future Hit Dice become d12s.

Speed: Ghosts have a fly speed of 60 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

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

Attacks: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal 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: Retains all Special Attacks of the Base Creature (although those relying on physical contact do not affect nonethereal creatures), plus gains the following:

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.

Fear Gaze (Su): 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 Willpower save or become paralyzed for 1d4 rounds. This is a necromantic mind-affecting fear effect.

Int Drain (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. A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from it's opponents Int score. On each such successful attack, the ghost heals 5 points of damage to itself.

Spells: A Spiritjam can cast any spells it could cast while alive.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Turn Resistance (Ex): The base creature gains +4 Turn Resistance.

Sense Life (Ex): Spiritjams may automatically sense Living creatures within 100 ft. as thought they had Blindsight. They also automatically know the strength of their life force as if they had cast Deathwatch. Additionally they can sense the direction of living beings out to 500 miles, and spelljamming vehicles out to 5000 miles.

Damage Resistance (Ex): DR 10/Magic and Slashing.

Spell Resistance: The base creature gains Spell Resistance equal to (10 plus CR).

Saves: Unchanged.

Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Feats: Unchanged.

Environment: Wildspace.

Organization: Solitary.

Challenge Rating: +2

Treasure: Spiritjams usually have

Alignment: Any Evil.

Advancement: Unchanged

Level Adjustment: +5