![]() ![]() In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures pass through and operate in water as easily as they do in air. An incorporeal creature cannot pass through a force effectĪn incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.Īn incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).Īn incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Although it is not a magical attack, holy water can affect incorporeal undead. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). It is immune to all nonmagical attack forms. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. ![]() A Fortitude save halves the damage inflicted.Īn incorporeal creature has no physical body. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. This damage is not negative energy-it manifests in the form of physical wounds and aches from supernatural aging. 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. The ghost is disfigured through age or violence, and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).Īll ghosts gain this incorporeal touch attack. 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. 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. Even the most powerful spells are usually only temporary solutions. In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat). This bonus stacks with any other bonuses to the barbarian’s land speed.Ī creature with this special quality (usually an undead) is less easily affected by clerics or paladins. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Skills Acrobatics +13, Fly +12, Intimidate +15, Perception +18, Stealth +18, Survival +10Ī barbarian’s land speed is faster than the norm for her race by +10 feet. Str -, Dex 18, Con -, Int 10, Wis 12, Cha 22įeats Improved Initiative, Iron Will, Lunge, Weapon Focus (longsword) Special Attacks corrupting gaze (DC 19), rage (18 rounds/day), rage powers (auspicious mark, guarded stance, lesser spirit totem) Perception +18ĪC 18, touch 18, flat-footed 14 ( +6 deflection, +4 Dex, -2 rage)ĭefensive Abilities channel resistance +4, improved uncanny dodge, incorporeal, rejuvenation, trap sense +2 Rising from the crypt, these two ghosts resemble tribal barbarians determined to protect the long dead Wardens of Artrosa. ![]()
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