Ephemeral Echo

Haunted Molly's page

183 posts. Organized Play character for Kyle "Worg" H.


Full Name

Haunted Molly

Race

N Halfling Reanimated Medium 8| HP38/51 | AC22 T16 FF17| CMD 21 | Fort 5 Ref 9 Will 6 | Speed 20ft | Initiative +5| Halfling Luck 3 Uses Left | Ioun Stone +2 ()

Classes/Levels

Party Buffs:
Valeros: +2 Non-Spell Damage, Reesa: +2 Spell Damage, Sucy Manbavaran: +2 Non-Spell Damage, Nemesis Malek: +2 Spell Damage, : , : , Haunted Molly: +4 Non-Spell Damage.

Deity

Dalenydra

Location

Taldor

Languages

Common, Halfling

Occupation

Dance

Strength 10
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 7
Charisma 20

About Haunted Molly

Haunted Molly Character Sheet

Haunted Molly, CG Creepy-Doll (Halfling) Reanimated Medium 8
Initiative +5, Perception +4 (Heirophant), +12 (Trickster), 1 (Every other Form)

DEFENSE
AC 22, Touch 16, Flat-Footed 17
HP 51
Fort 5 Ref 9 Will 6
Defensive Abilities

OFFENSE
Speed 20ft
Melee Trickster: Surprise Strike w/Dagger +14 (1d3+1+2d6)
Ranged Champion Bow +17/+17 Crit 19-20 (1d6+10)
Ranged Archmage Ray of Frost +11 Vs Touch (1d3+6)

Spells
3rd(0/0 per day or 3/3 per day) (Heirophant) Cure Serious Wounds, Sacred Bond, (Archmage) Twilight Knife.

2nd(2/2 per day or 4/4 per day)- Haste, Purge Spirit, Heroism (Heirophant) Cure Moderate Wounds, Path of Glory (Archmage) Glitterdust.

1st(3/3 per day or 6/6 per Day)- Oneiric Horror, Calm Spirit, Ill Omen, Burst of Insight (Heirophant) Hedging Weapons, Cure Light Wounds (Archmage) Magic Missile.

Knacks- Ghost Sound, Haunted Fey Aspect, Detect Magic, Grave Words, Stabilize, Light

STATISTICS
STR 10, Dex 20, Con 12, Int 12, Wis 07, Cha 20

Base Attack Bonus 6

CMB 6 CMD 21

Feats
Point Blank Shot, Precise Shot, Cunning, Legendary Influence (Rapid Shot, Weapon Finesse, Toughness, Metamagic Toppling Spell, Selective Channel, or Spirit Focus [Marshall])

Skills
Diplomacy +11, Disable Device +6, Intimidate +16, Knowledge Arcan +7, Knowledge Planes/Religion +6, Knowledge Dungeoneering/Geography/History/Local/Nature/Nobility +3, Perform (Dance) +16, Spellcraft +5, Stealth +12, Use Magic Device +16

Languages
Common, Dwarven, Halfling

Traits
Scarred by War, Helpful Halfling, Fearless, Adaptable Luck, Creepy Doll, Halfling Weapon Familiarity

Equipment
Liquid Ice
+2 Longbow
Headband of Alluring Charisma +2
Masterwork Thieves' Tools
Sleeves of Many Garments
Cracked Magenta Prism
Hellfire Rod
Teaching Staff: Dalenydra
Silver Weapon Blanch
Bludgeoning Arrow
Cold Iron Arrow
+1 Dagger
Belt of Incredible Dexterity
Cloak of Resistance +2
+1 Buckler
Ioun Torch

SPECIAL ABILITIES

Shared Seance:

At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours.

Nothing is Taboo:

A reanimated medium doesn’t gain the taboo class feature.

Ease Passage:

At 3rd level, as long as a reanimated medium’s body is intact, it’s easy for him to return to it.
He takes only 1 negative level instead of 2 from raise dead.
This ability replaces haunt channeler.

Lingering Spirit:

At 5th level, a reanimated medium’s spirit lingers for up to 1 round after death before departing if the medium spends 1 point of influence. If the reanimated medium died of hit point damage, healing works on his body during the intervening round and can bring him back to life. Once the spirit departs, the breath of life spell continues to work for 1 additional round, even though the reanimated medium has been dead for more than 1 round.
This ability replaces location channel.

Spirit Warding:

At 7th level, the reanimated medium can ward himself from other spirits and the grave’s call. He gains a +4 bonus on saving throws against possession, death effects, and negative energy.
This stacks with the bonus to resist possession that mediums gain from having high influence. At 18th level, he becomes immune to possession, death effects, and negative energy.
This ability replaces connection channel and spacious soul.

Spirit Surge:

After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action.

This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.


Archmage:

An archmage spirit is a font of knowledge and arcane power.

Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks.

Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.

Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components.

Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell.


Champion:

A champion spirit is a paragon of skill at arms.

Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.

Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

Champion’s Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, Which you choose each time you channel a champion spirit.

Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as twoweapon fighting.


Hierophant:

A hierophant spirit is a being of true and pure faith.

Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves.

Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.

Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one.

Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power.

Marshal:

A marshal spirit is a towering presence and an inspiration to others.

Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.

Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.

Marshal’s Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round.

Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.

Trickster:

A trickster spirit is a savvy and manipulative master of skills.

Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves.

Seance Boon: Choose one skill when you gain this seance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.

Trickster’s Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level).

Surprise Strike (Intermediate, Su): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.

Botting Instructions
Based on what spirit Molly has selected determines the most likely tactic.
Champion: Shoot twice each round with the +2 Longbow.
Archmage: Ray of Frost or Magic Missile if 1st level spells are still available, or metamagic Toppling Spell Magic Missile if it seems as a viable option.
Hierophant: Keep party alive through all healing spells.
Trickster: Rely on trickster melee with dagger and utilize the Surprise Strike ability for maximized damage.
Marshal: Stay in the back, spend standard actions giving the party +4 to either saving throws or Attack and Damage. Use this every single round.