SAVES
FORT: 5 -------|1 Base + 6 CHA| -3 flaw +1 resist
REF: 7 -------|1 Base + 4 DEX| +1 Trait +1 resist
WILL: 7 -------|4 Base + 2 WIS| +1 resist
MISC:
+2 racial saving throw bonus against enchantment spells and effects.
COMBAT STATS Corrupting Touch: Melee touch, +7, 5d6 dmg, Fort DC 20 halves. Immunity to magical aging applies.
+1 Bladed Belt (can turn into any slashing/piercing weapon (proficient with simple))
BAB +2
CMB +6
CMD 22
RACIAL ABILITIES:
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Favored Class: +5 skill points
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.
Armor Class: A ghost gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.
Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Ghosts use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: A ghost retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Ghosts gain channel resistance +4, darkvision 60 ft., the incorporeal ability, and all of the immunities granted by its undead traits. Ghosts also gain the rejuvenation ability.
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.
Speed: Ghosts lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.
Melee and Ranged Attacks: A ghost loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a ghost.
Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be corrupting touch). The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM's discretion.
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.
Malevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round, the ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same ghost's malevolence for 24 hours.
Phantasmagoria (Su): The ghost died as a victim of its own delusions or folly. A number of times per day equal to the ghost’s Charisma modifier, the ghost can create an elaborate illusion. This illusion functions similarly to the spell mirage arcana in combination with multiple major images, allowing the ghost to recreate any scene, setting, or characters it wishes. The ghost can even incorporate itself into the effect, appearing as it wishes within the illusion as if it were under the effects of alter self. The entire illusion can be disbelieved with a Will save. The illusion is treated as a 6th-level spell created by a caster with a level equal to the ghost’s CR. If any part of the illusion is dispelled, the entire illusion fades.
CLASS ABILITIES:
Weapon and Armor Proficiency: White necromancers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a white necromancer’s gestures, which can cause his spells with somatic components to fail (see Arcane Spells and Armor).
Spells: A white necromancer casts arcane spells drawn from the white necromancer spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a white necromancer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a white necromancer’s spell is 10 + the spell level + the white necromancer’s Charisma modifier.
Like other spellcasters, a white necromancer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: White Necromancer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A white necromancer’s selection of spells is extremely limited. A white necromancer begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new white necromancer level, he gains one or more new spells, as indicated on Table: White Necromancer Spells Known. (Unlike spells per day, the number of spells a white necromancer knows is not affected by his Charisma score; the numbers on Table: White Necromancer Spells Known are fixed.)
Upon reaching 4th level, and at every even-numbered white necromancer level after that (6th, 8th, and so on), a white necromancer can choose to learn a new spell in place of one he already knows. In effect, the white necromancer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A white necromancer may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a white necromancer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.
Evil Necromancy Spells: White necromancers, particularly those of good alignment, find that casting evil necromancy spells (spells of the necromancy school with the evil descriptor) is foreign to them. They are not strictly forbidden from doing so, however, and they may occasionally cast such spells if the need is sufficiently great. When a white necromancer casts an evil necromancy spell, he uses up two spell slots of that level.
Cantrips: White necromancers learn a number of cantrips, or 0-level spells, as noted on Table: White Necromancer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A white necromancer gains Eschew Materials as a bonus feat at 1st level.
Lore of Life and Death (Ex): A white necromancer adds his Wisdom modifier in addition to his Intelligence modifier when making Knowledge (religion) skill checks pertaining to subjects involving death, burial practices, undead, or the afterlife. In addition, a white necromancer adds a bonus equal to 1/2 his white necromancer level (minimum +1) to all Heal skill checks.
Rebuke Death (Sp): As a standard action, a white necromancer can touch a living creature to heal it for 1d4 hp plus 1 for every two white necromancer levels he possesses. He can use this ability only on a creature below 0 hp. He can use this ability a number of times per day equal to 3 + his Charisma modifier.
Power Over Undead (Su): Beginning at 3rd level, a white necromancer receives Turn Undead as a bonus feat. He is treated as having the channel energy class ability, but only for purposes of using this feat.
A white necromancer can channel energy a number of times per day equal to 1 + his Charisma modifier, but only to use the Turn Undead feat. He can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Alignment Channel, Elemental Channel, or Selective Channeling. The DC to save against this feat is 10 + 1/2 his white necromancer level + his Charisma modifier. When he channels energy, all undead are potentially affected, even those under his control. At 20th level, undead cannot add their channel resistance to the save against this ability.
White Necromancy (Su): Beginning at 4th level, any necromancy spell that creates undead loses the evil descriptor when cast by a white necromancer.
Such spells no longer cost two spell slots of that level (as noted under evil necromancy spells). Mindless undead resulting from white necromancy are of neutral alignment. The alignment of intelligent undead exactly matches the white necromancer’s alignment.
The white necromancer gains no specific control over undead created using white necromancy, although he may ask the undead to provide some service or to otherwise assist him. To make such a request, the white necromancer must make a special Diplomacy check, rolling 1d20 + the white necromancer’s level + his Charisma modifier.
Mindless undead created through white necromancy initially are indifferent toward the white necromancer, and a flat DC 15 Diplomacy check is required when requesting their assistance. Intelligent undead initially are friendly toward the white necromancer, and a flat DC 15 + the creature’s Charisma modifier is required when requesting their assistance.
A white necromancer must treat any undead created through white necromancy with honor and respect at all times. In most cases, a white necromancer should agree to release the undead once the requested service or task has been completed. Intelligent undead created through white necromancy might agree to follow the white necromancer for a prolonged period of time. In such cases, the undead would certainly expect to be treated as an honored and respected companion, and might even occasionally make requests of its own.
A white necromancer who fails to properly respect any undead he creates suffers a -10 to Diplomacy and similar skill checks when making new requests of that undead, subject to the GM’s discretion.
Life Bond (Su): At 5th level, a white necromancer may create a bond between himself and another living creature within 90 ft. as a standard action. He may have one bond active per white necromancer level.
Each round at the start of the white necromancer’s turn, if the bonded creature is wounded for 5 or more hp below its maximum hp, the bonded creature heals 5 hp and the white necromancer takes 5 hp damage.
This bond continues until the bonded creature dies, the white necromancer dies, the distance between them exceeds 90 ft., or the white necromancer ends it as an immediate action. If he has multiple bonds active, he may end as many as he wants as part of the same immediate action.
Armor:
Belt:
Body:
Chest:
Eyes:
Feet:
R Hand:
L Hand:
Head:
Headband:
Neck:
Ring 1:
Ring 2:
Shield:
Shoulders:
Wrists:
2500 Bag of Holding I (held by Lia)
1000 Cloak of Resistance
1000 Bracers of Armor +1
1000 Bladed Belt
2000 +1 on belt
1800 Hat of Disguise
200 Sleeve of Many Garments
2000 Ring of Protection +1
1500 gold left
1000 platinum
HISTORY and APPEARANCE:
Appearance:
History: my character was young and impetuous and sought to achieve Undying status well before he had a right to via association with a terrible sect called The Stillborn. In the process, he overdosed on some improperly-prepared leaves that are used in religious rites, and died. Actual death well before his status was achieved greatly aggrieved him, and he could not pass into Dolurrh. He manifested as a ghost and refused to allow that to be the end of his story. He petitioned his family to assist, but his association with The Stillborn caused most of them to deny him assistance. His sibling took pity on him, and agreed to pause their personal quest for spiritual ascendance in order to assist him in atoning for his sins against the Undying Court. He walks Eberron as a ghost with his sibling. Their primary goals are to root out poisonous sects of religion, particularly those who are involved with dark necromancy and the like.