Ghostly Ranger Tonya
Level: 3 (CR 5) EXP: 5420
Strength: — Dexterity: 16 Constitution: —
Intelligence: 12 Wisdom: 12 Charisma: 15
Hit points: 30 Armor class: 15
Base attack bonus: +3 Melee/Ranged: +6
Combat maneuver bonus: +6 CMD: 19
Fortitude: +3 Reflex: +6 Will: +2 (+4 vs fear effects and illusions)
Traits: Courageous, Skeptic
Ranger abilities: Favored enemy:Goblin (+2 to Bluff, Knowledge,Perception, Sense motive, Survival checks and +2 to hit and damage); Track(+1 bonus to follow and ID tracks), Wild empathy, Favored terrain (Forest)
Skills: Climb 2 (+7), Diplomacy 3 (+2), Handle animal 2 (+4 ), Knowledge: Dungeoneering 2 (+6), Knowledge: Nature 2 (+6), Perception 3 (+14), Sense motive 2 (+2), Stealth 3 (+16), Survival 3 (+6), Swim 1 (+6)
Feats: Point blank shot(+1 to hit and damage within 30' w/range), Precise shot, Rapid shot, Endurance, Deadly aim
Defensive Abilities: Channel resistance +4, darkvision 60 ft., the incorporeal ability, and all of the immunities granted by its undead traits. Ghosts also gain the rejuvenation ability.
Rejuvenation (Su)
In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. 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. 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.
Special Attacks:
Corrupting Touch (Su)
All ghosts gain this incorporeal touch attack. 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. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. (Tonya's DC is 14)
Grave Trappings (Su)
The ghost died with a strong attachment to a specific item or set of objects. A ghost with this ability may choose a number of items it died with equal to its Charisma modifier to carry with it into death. The ghost continues to be able to use and benefit from these spectral duplicates just as though they were the real things. Weapons and armor are treated as having the ghost touch special ability, while other items act as being incorporeal themselves and can be manipulated by the ghost. Regardless of the type of object, all selected items are treated as being part of the ghost’s form and cannot be disarmed or removed from the ghost (even by the ghost). Should a ghost be destroyed, its equipment reappears with it upon rejuvenating. (CR +0) Occasionally, and at the GM’s discretion, the transition into death might imbue a single ghostly item with strange powers, granting it powers comparable to a magic item suited to the ghost’s character level. Tonya has her bow and quiver of arrows.