About Hallister Silverspike
Hal is a brutal looking Phantom. He looks like a muscular dwarf wearing only torn trousers. His skin is unnaturally pale, like bleached parchment. His head is bald and his white beard is long and wild. His eyes are solid white. His body is covered in dark red scars, but none are as dark or as ragged as the clawed hand print in the center of his chest which continuously leaks blood red smoke.
Tattooed onto his forearms are the dwarven runes for "forever" and "finality"
Hallister is a veteran of many battles against the undead. His family is one of a handful belonging to an ancient order of warriors devoted to Mafolin Romorra, who dedicate themselves to the destruction of the undead, which are a corruption of the law of Karuk.
A vassal to Sir Henri Vessocho, Hallister has served faithfully for nearly twenty years rooting out dark powers all over the barony. Recently an investigation into a grave cult left Hallister nearly dead at the hands of a barrow wraith who's touch leached the life force from his body. Hal barely survived. The healers told him he may never regain the robust vitality he used to enjoy.
Having had considerable time where his body scarcely obeyed him he had plently of time to become lost in his own mind. Running over ancient combat texts and scraping away at tablets with a writing chisel, Hallister has been painstakingly developing a combat formula previously unknown to dwarves. At the moment it is mostly theory, having only been able to practice for a few minutes at a time before weakness brought him back to bed, but every day he lasted a little longer. By the time Sir Henry walked in on him practicing a strange flowing series of axe cuts, he felt nearly ready to face the world again.
After being bed-ridden long enough to have him grouchier than normal, Hal was ecstatic when he was asked to accompany Sir Henry to a dinner at the royal castle. Sir Henri said had a feeling the king was going to ask about the recent plague of undead in the area and he wanted Hal to be there to discuss it.
Feeling weak as a kitten, Hal agreed to go, happy to be anywhere else and ready to get back to work in some form or another.
In his heart of hearts Hal blames himself for much of the recent evils on the land. He believes they are connected to his failure nearly a year ago, and if he had succeeded, none of this would have happened.
After a long and arduous journey that led him into the heart of the Palace of the Vampire Queen, Hal was captured. Even that would not stop him though. Using ancient arts taught to him by the Black Watch, Hal has managed to separate his spirit from his body. Now he haunts his closest ally Moralane, and is aiding in his own rescue attempt.
The Followers (other players, do not read):
It is said that once the Helmsman was a more benevolent deity. He did his job with a sense of sadness and gravitas. Every soul that made it's way aboard his vessel he spoke with, chronicling their stories, delivering their names to his priests for entry into the Book of the Fallen. Then a soul came to him that was unlike any other. She was vivacious and bright, and at some point along the journey into the afterlife, the Helmsman himself fell in love.
Now love will make anyone do foolish things, and the Helmsman was no different. He kept her on the ship as his companion, back and forth between the land of the living and the dead, continuing his job but allowing her to stay with him. When he eventually asked her what her greatest wish was, she replied "to return home for a time, to say goodbye to my family". And for love he broke his own highest law. He returned her to the land of mortals.
But she was changed. No longer alive, but still not dead, she went home to her family and they loved her. She told them that she could not stay. They begged her. She told them she was not alive and could not remain. She did not have the strength. Her family asked how to make her stronger. She told them she needed blood.
Mafolin came to her, pleaded with her to come back with him, but she refused and his duties would not wait. He returned to his ship and she stayed in the land of the living.
But she was like a hole in the fabric of life, and her sickness began to spread to others. Mortals began to see that death may not be final after all. Desperate experiments with dark magic created monsters from beyond the grave, half living cancers all, each sprung from the mistake of a lovesick god.
The other gods commanded their followers to try to undo the Helmsman's mistake, and they shunned him for what he had brought among their children. The mortals turned their backs on him and he became bitter. He performed his duties heartlessly, no longer recording named into the Book of the Fallen. Mafolin's own followers began to dwindle. Their positions no longer respected among their people, and their god no longer answering their prayers, they turned away.
Finally, the king of the dwarves, in a moment of near-madness, prayed to the Helmsman. His own son had been taken as a thrall by the very creature once loved by Mafolin. The king demanded answers. Demanded justice. Told him that he would do anything.
And the Helmsman listened. He began recording names again. The names of those who had escaped him. The Book of the Fallen split in two, the old names became an archive of a past age. The new names became a list of those who needed brought to death.
Mafolin's priests saw this and acted. Their god did not answer their prayers. They answered his.
They dedicated their lives to the eradication of those who had escaped death. They did not pray. Their god did not answer, and the other gods owed them nothing. They did not serve the living. No sermons came from their lips or souls were healed by their faith. Instead they did what no others could. They delved into the darkest of places and hewed down the darkest of things.
They are spoken of in whispers by priests and peasants. Their presence is an ill omen. They are revered in a way, and loathed in others. They often tread the edge of the abyss in their quest to cast any who escape it back in. They are most often misunderstood. The wise recognize the service they do, and the dire necessity of their existence. They are called many things- Mafolin's Oarsmaen, The Forgotten Order, The Shadow Slayers, The Death-Sworn, The Black Guard.
No matter what they are called they do not forget what they truly are. They name themselves for the book they follow. The book that was once used to record the lives of everyone who ever lived, a celebration of life. The book that now sends forth the pleas of a heartbroken god unable to atone for his sins. They are the Followers of the Fallen.
Anger Phantom 5
Hit Points: 38 (4 hit dice; 10 +3d10, +4 con, +6 toughness)
15 AC (+4 natural, +1 dex)
...+2 natural when Ectoplasmic
...+4 mage armor)
...+2 dodge and +2 deflection from cha while Incorporeal (immune to most weapons)
+5 Fort: (4 base, +1 con)
+2 Ref: (1 base, +1 dex)
+4 Will: (4 base)
...use Dex to hit while incorporeal
...target Touch AC while incorporeal
Slam x2, +7 atk, 2d6+3 bludgeoning, x2 crit
Power Attack (bonus, anger)
Improved Natural Attack (slam) (1st)
Skill Points: 2 per HD, + ranks equal to HD in Intimidate and Survival
+9 Intimidate (4 ranks, +3 class, +2 cha)
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Darkvision 60 feet.
Proficient with all simple and martial weapons.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
Starting Ability Scores Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13.
+5 str from level adjustments
Darkvision (Ex) The phantom has darkvision out to a range of 60 feet.
For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant.
The phantom must possess the appropriate appendages to utilize a magic item.
Share Spells (Su)
Deliver Touch Spells (Su)
Magic Attacks (Su)
Ability Score Increase (Ex) The phantom adds 1 to one of its ability scores. (strength)
Anger Focus Abilities
Skills: The phantom gains a number of ranks in Intimidate and Survival equal to its number of Hit Dice. While confined in the spiritualist’s consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.
Good Saves: Fortitude and Will.
Strength Focus: The phantom gains a +2 bonus to Strength and a –2 penalty to Dexterity. Instead of the phantom gaining a bonus to Dexterity as the spiritualist gains levels, an anger-focused phantom gains a bonus to Strength instead.
Powerful Strike (Ex)
The phantom also gains Power Attack as a bonus feat.
Queen Rosalinda Gloriann Fredrosse
Sir Henri- Knight, Hallister's patron.
Lady Innarosa- Knight, Rownig's Liege, Helgen's Aunt
Sir Guisse- Knight, Mazrim's Leige