Headless Horseman's Horse

Luna the Ghost Horse's page

1 post. Alias of zefig.


Full Name

Luna the Ghost Horse

Race

Female NG animal (phantom) 3

Classes/Levels

AC 15 T10 FF13 | HP 24/24 | Fort +6, Ref +5, Will +2 | Perception+6 DV

Gender

F

Size

L

Special Abilities

spooky ghost

Alignment

NG

Strength 17
Dexterity 14
Constitution 15
Intelligence 2
Wisdom 12
Charisma 6

About Luna the Ghost Horse

Luna
Female Ghost Mount 3
NG Large outsider (Phantom)
Init +2; Senses Perception +6 Darkvision
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Defense
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AC 15 ( Natural armor +4, 2 dex, -1 size), touch 10, flat-footed 13
hp 28 (3 HD; 3d10+6)
Fort good +6, Ref good +5, Will +2;
Defensive Abilities DR 5/slashing
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Offense
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Speed 50 ft
Melee
Bite +4 (1d4 + 3)
2 hooves -1 (1d6 + 1)
Special Attacks
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Statistics
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Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 20

Ghost Mount: The ghost rider’s ghost mount does not gain the share spells, deliver touch spells, or incorporeal flight abilities. Ghost mounts do not gain emotional focus abilities. The ghost rider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat.

Phantom’s Link: A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. 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.
Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.
Etheric Tether (Su): At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.

Feats
Endurance:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Narrow Frame: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.
Sure Footed: You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.

Skills 6 pts
+2 Acrobatics*:
+3 Climb*:
+6 Escape Artist*: 1 rank + 2 dex + 3 trained
+2 Fly*: 1 dex
-2 Intimidate*:
+6 Perception*: 2 rank + 3 trained + 1 wis
+2 Stealth*: 1 rank + 3 trained + 2 dex - 4 size
+6 Surviva*l: 2 rank + 1 wis + 3 trained
+3 Swim*: 3 str

Languages Taldane (understands commands)