HP 12/12, AC 13, Fort +3, Ref +0, Will +3, Bond 1/1
53 (at time of death)
Undead, Incorporeal, Darkvision 60'
About Professor Lorrimor
Old Human Ghost Wizard 1
Move 30, Fly 30 (perfect)
HP: 12 (6 base, +3 cha, +3 toughness)
13 AC (+3 cha)
+3 Fort (+3 cha)
+0 Ref (+0 dex)
+3 Will (2 class, +1 wis)
Touch Attack +0, 1d6 damage
=====Traits and Feats=====
Dangerously Curious (UMD always class skill)
Ghosts have a +8 racial bonus on Perception and Stealth skill checks. A ghost always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.
Skill Points: (2-sorcerer, 4 int, 1 favored class), 6 total
Arcane Bond (Su): At 1st level, you gain an arcane bond.
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
channel resistance +4
Incorporeal: An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy).
Rejuvenation (Su) In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost 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, and should be created specifically for each different ghost by the GM.
Corrupting Touch (Su) All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts a number of D6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.