pathfinderkingmaker


Ghost
Ghost

Chaotic Evil (Ghost)

7 Warrior
Size
Medium
Speed
30 ft.
Initiative
+5
STR
10
DEX
12
CON
10
INT
10
WIS
11
CHA
20

Skills
8 Stealth

67 experience points

Defense
81 Hit points
AC
19

Flat-footed
17
Touch
19
Fortitude
+10
Will
+4
Reflex
+8

Resistance: -

Immunities
Mind-Affecting, Fear, Compulsion, Emotion, Poison, Disease, Charmed, Dazed, Stunned, Death, Sleep, Critical hits, damage from non-magical weapons, ability score damage, drain, precision damage
Energy: Negative
Effects And Conditions: Nauseated, Fatigued, Sickened, Prone

Offense
Melee: Touch
Range: 2 ft.
Attack: +9
Damage: 1-6 Negative 1d6

BASE ATTACK BONUS
+7/+2/-/-
COMBAT MANEUVER
+9 Bonus 26 Defense

Features and Abilities
Charge, Corrupting Touch, Frightful Moan, Coup de Grace, Demoralize (Persuasion), Treat Affliction
Fighting Defensively, Acrobatics (Mobility)
Undead Creature, Unholy Grace, Incorporeal, Airborne, Immune to Trip, Feats, Coup de Grace, Fighter Proficiencies, Armor Proficiency (Light Armor), Armor Proficiency (Medium Armor), Armor Proficiency (Heavy Armor), Simple Weapon Proficiency, Martial Weapons Proficiency, Shield Proficiency, Tower Shield Proficiency, Improved Initiative, Dodge, Iron Will, Toughness

Analyze Skill: Lore (Religion) DC 18

CR7_GhostStandard (655ac57b330918c4aadc78a00fb2ccaf)

Ghost is a creature in Pathfinder: Kingmaker.

Description

When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil – even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.

When a ghost is created, it retains incorporeal "copies" of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost, but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality. The original items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item's use).

Locations

Variations