Tuesday, October 30, 2012

Fantasy Core RPG--The Ghost Hunter

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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