| Post/Author/DateTime | Post |
|---|---|
| DarkenDivine07-13-07, 02:26 PM | Doing a campaign where I want a ghost/poltergeist basically to haunt the party. Not hurt them, but maybe play tricks, lead them the wrong way. Is there any type of monster like this? The trick is to not have them just see invisible or whatever and just kill it right away. I dunno. Any ideas? |
| HighPriestMikhal07-13-07, 02:37 PM | Rules for hauntings are detailed in the Libris Mortis and Heroes of Horror. A character with enough ranks in Knowledge (religion) could try to exorcise it, depending on the HD of the haunting and their level. A "persistent" haunting is a variant I created that comes back after 24 hours even when it's exorcised, and the exorcism DC increases by 1 every time it's done. The only way to get rid of it is to find out why the spirit is still around and set things right; then it simply goes away or is prone to permanent exorcism (at the original DC) as normal. |
| DarkenDivine07-13-07, 03:21 PM | I don't have those books but I'll have to go look, thanks. |
| jakelslang2107-13-07, 03:43 PM | Err... A ghost is a polterguist... Just use a ghost to haunt them and yeah, use LM. If that doesn't work then maybe use a unique incoporal undead or monster. |
| LivingShadow07-13-07, 06:05 PM | There is a difference Jackel. A ghost is the visual manifestation of the spirit. A poltergiest is invisible and throws stuff in the room around from all directions. |
| Raptorial07-13-07, 07:44 PM | Once more, a converted creature from d20 Modern Urban Arcana to the rescue! Animating spirit (Poltergeist) Medium Undead (Incorporeal) Hit Dice: 1d12 (6 hp) Initiative: +4 (0 Dex, +4 Improved Initiative) Speed: 30 ft. (6 squares), fly 30 ft. (good) Armor Class: 11 (+1 deflection), touch 10, flat-footed 11 Base Attack/Grapple: +0/+0 Attack: Corrupting touch +0 melee (1d6) Full Attack: Corrupting touch +0 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Corrupting touch, telekinesis (DC 15) Special Qualities: Darkvision 60ft., imprisonment, invisibility, rejuvenation, +4 turn resistance Saves: Fort +0, Ref +0, Will +2 Abilities: Str -, Dex 11, Con -, Int 11, Wis 11, Cha 10 Skills: Bluff +4, Diplomacy +4, Hide +12, Intimidate +5, Listen +12, Read/Write Language (any one), Search +12, Sense Motive +4, Speak Language (any one), Spot +1 Feats: Improved Initiative Environment: Any land Organization: Solitary Challenge Rating: 2 Treasure: None Alignment: Usually chaotic neutral Advancement: 2-3 HD (Medium); 4-7 HD (Large) Level Adjustment: - Bonuses to AC: A spirit gains a deflection bonus to its AC equal to its Charisma modifier (minimum +1). Although it may appear to wear armor and other forms of protection, a spirit receives no natural armor bonus or equipment bonus to AC. Corrupting Touch (Su): A spirit that hits a living target with its incorporeal touch attack deals 1d6 points of damage. The spirit adds its Dexterity modifier to the attack roll. Invisibility (Ex): Spirits are naturally invisible but may be detected by spells that detect or reveal invisible creatures and objects. A spirit may reveal itself willingly, but normally does so only during the night. Rejuvenation (Su): In most cases, it’s difficult to destroy a spirit through simple combat; the “destroyed” spirit will often restore itself in 2d4 days. As a rule, the only way to get rid of a spirit forever 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 use of the Research skill. Turn Resistance (Ex): A spirit has +4 turn resistance. If a spirit is turned but cannot flee, it is instead destroyed. However, it may still rejuvenate (see above). Imprisonment (Ex): Spirits are bound to a particular place. This place is usually a dwelling, building, or similarly contained area. Within this area, they may use their abilities as normal. In addition, some spirits may only be present at particular times (an anniversary of a death, or only between midnight and dawn). They may be released from this imprisonment by particular actions (giving their physical body a proper funeral, restoring a lost or stolen item, getting vengeance on those responsible for their death, and so forth). A spirit may be unaware of the nature of its release, or may be unwilling to divulge those details. Darkvision (Ex): Spirits can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and spirits can function with no light at all. Skill Bonuses: Spirits receive a +8 species bonus on Hide, Listen, Search, and Spot checks. Telekinesis (Su): An animating spirit can use telekinesis as an attack action, at will (as a 10th-level Mage). Creatures subjected to the telekinesis attack are entitled to a Will save (DC 15 + spirit’s Intelligence modifier) to resist. |
| DarkenDivine07-14-07, 10:50 AM | Exactly what I was looking for. Thanks a ton. |