The Ghost
Hunter
Level
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Spell
Level
|
1st
|
+1
|
+0
|
+0
|
+2
|
1
|
2nd
|
+2
|
+0
|
+0
|
+3
|
1
|
3rd
|
+3
|
+1
|
+1
|
+3
|
2
|
4th
|
+4
|
+1
|
+1
|
+4
|
2
|
5th
|
+5
|
+1
|
+1
|
+4
|
3
|
6th
|
+6
|
+2
|
+2
|
+5
|
3
|
7th
|
+7
|
+2
|
+2
|
+5
|
4
|
8th
|
+8
|
+2
|
+2
|
+6
|
4
|
9th
|
+9
|
+3
|
+3
|
+6
|
5
|
10th
|
+10
|
+3
|
+3
|
+7
|
5
|
Description: A magical priest, whose vocation
is ghost (and other undead)/demon hunting.
They are born with the Divine Gift, but take on a special Pact, which
allows them to cast Arcane spells. (They
are the Oriental setting replacement for Paladins.) Their ultimate goal is immortality (or insane
amounts of magical power). Tao Priest Yin from a Chinese Ghost Story.
Hit
Die: d6
Prime
Ability: Wis
Sub-Prime
Abilities:
Str, Con
Weapon
and Armor Proficiency: Ghost Hunters are proficient with daggers, clubs, light crossbow,
short bow, darts, slings, staves, spears (for melee only), and short swords.
(Note that the BAB is correct. They are
trained warriors.) They are proficient with light animal hide armor (+2 AC,
this is an animal totem observance, otherwise they won’t wear any armor), but
not with shields.
Standard Starting Gear: 5+1d10
GP, pack, 3 days rations, waterskin, 2 useful items, staff, sling, spell
scrolls, parchment, brush and ink, pouch of various medicinal herbs.
Divine
Insight: Ghost
Hunters begin play with scrolls containing all
0-level spells plus one 1st-level
spell of the player's choice. For each point of Wis bonus the Ghost Hunter has, they own a scroll with one additional 1st-level spell of their
choice. The player may choose one
new level-appropriate spell upon attaining a new level (a divine gift). Spells
may also be acquired from scrolls (spellbooks as well, but they aren't
typically found in this setting). 1 day of meditation and practice is required
for any new spell (via scroll or Insight) to learn it.
Spellcasting: Ghost Hunters may cast any spell
they know by making a Spellcheck: Wis bonus + ½ level vs. DC 12 + Spell Level.
With 2 cumulative failures in a
turn/encounter, all magic use is suspended pending 1 turn of rest. The Spell
Level Limit is the highest spell level that they are capable of casting. They must roll to activate a spell, even if
their Spell Check is greater than the spell’s DC. A Natural
1 is a Botch, meaning all spellcasting is suspended until the caster has
had 1 turn of rest.
Detect
Undead/Demonic/Celestial: Reveals creatures, spells, or objects, 10' radius/ ½
level. Does not require a casting roll.
Divine
Radiance:
Inflicts 1d6 damage to undead and
demons per ½ level in a 30' radius.
The damage is applied to each creature within. Creatures of lower or equal HD
will also flee for 1 turn. Undead of greater HD and intelligent creatures (such
higher demons, vampires, and liches) are entitled to a DC 12 Will Sv to escape
any damage. This increases to DC 18 for 10th level Ghost Hunters. May be cast once per encounter.
Immunities: Ghost Hunters are immune to fear
and charm effects.
Stealth
Skill: Ghost
Hunters are often lurking around mysteriously. (Dex + Int)/2 + ½ level.
Advanced
First Aid:
Ghost Hunters may apply first aid to heal the wounded. They may also treat diseases and poisonings,
but these are medical treatments, not spells. They will require their medicine
pouch, otherwise the needed ingredients must be nearby. Figure (Int + Wis)/2 bonus + ½ level vs. DC 12
for mild cases, DC 18 for more potent cases. If the roll is successful, the
victim will require a full day of rest to recover.
Vow
of Poverty and Virtue: Ghost Hunters may own no more than they and their mount can carry and
keep no more riches than a full coin pouch (dispensing the rest to charity).
They are allowed to barter their services when necessary. They must vigilantly
pursue and confront supernatural evil. (Extreme alcoholism is apparently
tolerated however.) Failing to keep these vows puts one on the path to evil and
divine punishment (like spells being revoked). Some severe atonement (a
dangerous quest) would be required to return to righteousness.
Dualistic
● Ghost Hunters are restricted from
using Forbidden
spells as Wizards are. At 10th level, they may choose to ignore that
restriction and their vows by becoming a Eunuch
Sorcerer (sexless in the case of a female).
A magic ceremony severs their divine connection (and some body
parts). Gaining temporal power becomes
their new objective.
● Eunuchs lose their Divine Radiance,
but instead Command lower HD
undead/demons for a turn/encounter. Creatures of greater and equal HD must make
a DC 18 Will Sv or flee for 1 turn. (Intelligent creatures may choose to
actually ally themselves with the Eunuch temporarily, if there's something in
it for them.) Eunuchs may spend 10 XP to gain a +1 to their Spellchecks, up to +10 total for their level
bonus. Eunuchs with at least a +6 level bonus may attempt to cast
spells beyond 5th level. (Note: If they blow casting a Ceremony spell,
Eunuchs lose Int points, instead of Wis.)
● Ghost Hunters who abstain from
Forbidden spells and keep their vows may become Immortal at 10th level. A supremely dangerous test must be passed
first, of course. After achieving immortality, a pious Ghost Hunter will be
unable to ever cast any Forbidden spells. An Immortal may convert 5 earned XP
to resurrecting themselves if ever killed.
They will simply reappear or reanimate a day later (and likely spouting
some cryptic sayings).
● At 10th level, Immortals may establish a
monastery and train new Ghost Hunters.
Eunuch Sorcerers might take on a cadre of Wizard apprentices.
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