Haunted One

Haunted One

A Base Class for the Pathfinder Roleplaying Game

Where the veil between life and afterlife is thin, souls of the deceased leak through. These souls are often tied to the place or cause of their death, but on occasion a ghost will stray from their posts to torment the living. Some poor souls find that they attract an unusually high amount of attention from these wandering spirits. While most of these poor tormented sods end up in an early grave, a hardy few soldier on. Reaching a degree of peace with their tormentor, these haunted ones become conduits for the rage of the afterlife, channeling the power of their ghostly assailants against those that would stand in their way.

HD: D8.

Role:

A haunted one is able to quickly offer damage over a large area using the power of his TK storm ability, and can use his ghastly companion to harass and damage his enemies. Eventually, the haunted one can use his powers to shape the battlefield, and control his enemies through possession. Charisma is important to a haunted one, as it determines the strength of their spells and abilities, and the size of their geist pool. Constitution keeps him from joining his ghastly companion in the afterlife, and extra Dexterity can help the haunted one survive without heavy armor.

Alignment: Any.

While most haunted one’s are sullen and resentful because of their situation, it isn’t unheard of for a particularly noble haunted one to wield his spectral ally as a weapon against evil. On the other hand, a wicked haunted one has no qualms unleashing the full chaotic might of his ghostly ally on the unsuspecting world.

Starting Wealth: 3d6 × 10 gp (average 105 gp.). In addition, the haunted one begins play with an outfit worth 10 gp or less, as well as a costume worth 10 gp or less.

Class skills: The haunted one’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int),  Perception (Wis), Profession (Wis), Survival (Wis).

Skill points per level: 4 + Int modifier

## Class Features:

The following are the class features of the haunted one.

## Weapon and Armor Proficiency:

The haunted one is proficient in simple weapons, and light armor, but no shields. Certain class features may modify the haunted one’s proficiencies. A haunted one can cast his spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a haunted one wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass haunted one still incurs the normal arcane spell failure chance for arcane spells received from other classes.

## Geist Pool (Su):

Even at 1st level, the haunted one gains limited control over the ghost who haunts him and has learned to focus the spirit’s attention. He gains a pool of geist points equal to his class level + his Charisma modifier, which he can use to activate his class features (such as TK storm). The pool refills after 8 hours of rest, or it can be refilled by allowing the ghastly companion to possess the haunted one (see below).

## Ghastly Companion (Su):

At 1st level, the haunted one has determined the exact nature of his unwelcome spectral ‘friend’. The haunted one chooses a particular type of ghost to be the one that haunts his soul. Once the nature of the ghastly companion has been chosen it cannot be changed, unless the ghastly companion is somehow forcibly removed from the haunted one (such as by an exorcism). In such an event, the haunted one attracts the attention of a new ghastly companion after 30 days or when he gains a new level in haunted one, whichever comes first. Different ghosts have different abilities, but all ghosts advance in power in a similar fashion (see Table: Ghastly Companion Advancement).

The haunted one can, as a swift action that doesn’t provoke an attack of opportunity, relinquish control of his body to his ghastly companion for a number of rounds equal to his Charisma modifier. The ghastly companion must be within 10 feet of the haunted one or the possession attempt fails. As long as the ghastly companion is in control, the haunted one cannot directly control his actions. Instead, the player maybe suggest which actions he wishes to take, and the GM decides if the ghost follows through with the suggestion. A haunted one that gets along with this ghastly companion will find his suggestions followed, while one that antagonizes his companion will likely be ignored. While in control, the ghastly companion has access to all of it’s normal abilities in addition to the abilities of the haunted one. For the purpose of abilities like TK storm, the ghastly companion is considered to be in the same square as the haunted one. The haunted one can attempt to end this effect early with a Will save (DC 15 + ½ haunted one level). If a spell would prevent the haunted one from being possessed, such as protection from evil, the effect ends immediately. In exchange for giving up control, the haunted one gains 1 geist point each round the ghastly companion possesses him. The haunted one cannot gain more points per day in this fashion than his level + his Charisma modifier (minimum 1 point).

## TK Storm (Su):

At 1st level, the haunted one can drive his ghastly companion into a mad frenzy, creating a whirling tornado of deadly debris. As a standard action that costs 1 geist point, the haunted one can cast telekinesis as a supernatural ability, using his haunted one level as his caster level. The haunted one must select the ‘violent thrust’ option, and can only target a creature within 30 feet of the haunted one or his ghastly companion. The haunted one must spend a geist point each turn to sustain a TK storm. Make an attack roll for each item or creature thrown, using the haunted one’s base attack bonus + his Charisma modifier. Weapons deal their normal damage, with no Strength bonus, but the haunted one may dedicate a number of objects thrown to a single attack roll, up to a maximum of his Charisma modifier, and roll all their damage together with an attack from a single weapon in the group. Other objects deal damage based on their size and weight (see Chapter 9: Spells in the Core Rulebook for more details). If the haunted one attempts to pick up a creature is a TK storm, the DC to resist is 10 + ½ haunted on level + Charisma modifier.

Sidebar: Strange and magical projectiles

In the heat of battle, it is possible that abnormal debris will become picked up by a TK storm. Objects such as alchemist’s fire and holy water affect their targets as though they were thrown normally. If the TK storm picks up a magical weapon, it deals damage as a magical weapon. A +5 flaming greataxe is still a magical weapon, even if nobody is technically wielding it.

Sidebar: What’s TK?

TK is a commonly accepted abbreviation of telekinetic or telekinesis.

## Spells:

Drawing upon the interplay between the necrotic energies of his ghastly companion and his own living force, the haunted one can cast spells of the darkest sort. A haunted one casts arcane necromancy and divination spells from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

In order to learn or cast a spell, a haunted one must have a Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against a haunted one’s spell is 10 + the spell level + the haunted one’s Charisma modifier.

A haunted one can only cast a certain number of spell of each level each day. His base daily spell allotment is given on Table #-#: Haunted one spells per day. In addition, he receives bonus spells per day if he has a high Charisma score.

A haunted one’s selection of spells is extremely limited. A haunted one begins play knowing 4 0-level spells and two 1st-level spells of the haunted one’s choice, within limits. At each new haunted one level, he gains one or more news spells known as indicated on Table #-#: Haunted one spells known. All spells chosen must be from the necromancy or divination spell schools. Unlike spells per day, the number of spells a haunted one knows is not affected by his Charisma score. The numbers on Table #-#: Haunted one spells known are fixed.

Upon reaching 5th level, and at every third haunted one level thereafter (8th, 11th, and so on), a haunted one can choose to learn a new spell in place of one he already knows. In effect, the haunted one “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest level haunted one spell he can cast. A haunted one may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Haunted One Spells Per Day

Haunted One Spells Known

## Ghost Trick:

As he grows in power, the haunted one gains a rapport with his ghastly companion and begins to learn how to turn his unfortunate circumstance into a battlefield advantage. At 2nd level and every even-numbered level after that, the haunted one selects a ghost trick. A ghost trick can only be taken once unless otherwise noted. A haunted one can select from the following ghost tricks:

* Bonded Life (Su): As a swift action, the haunted one can spend 1 geist point to invert his affinity towards life and death. This causes negative energy to heal him and positive energy to deal damage to him, as though he were an undead creature. Alternatively, the haunted one can invert the affinity of his ghastly companion so that it reacts to positive and negative energy as a living creature instead of an undead. These abilities may be activated separately or at the same time, and last until the haunted one spends another swift action to end the effect. Each round this effect is active, the haunted one loses 1 geist point. The haunted one must be at least 8th level to take this ghost trick.
* Fear the Grave (Su): The haunted one’s ghastly companion gains the frightful presence monster ability with a range of 30 feet. Creatures within 30 feet of the ghastly companion must make a Will save (DC 10 + ½ haunted one level + haunted one’s Charisma modifier) or become frightened for 3d6 rounds. This only affects creatures with less Hit Dice than the haunted one and does not affect the haunted one. The haunted one must be 14th level to select this ghost trick.
* Freaky Flier (Su): While the ghastly companion is controlling the haunted one (see the ghastly companion ability for details), the haunted one has a fly speed equal to his ghastly companion’s fly speed, with poor maneuverability. The haunted one must be at least 12th level to select this ghost trick.
* Geistblade (Su): As long as the ghastly companion is controlling the haunted one (see the ghastly companion ability for details), any weapon wielded by the haunted one gains a supernatural version of the throwing and returning magic weapon abilities. A haunted one must have the phantom soldier ghost trick and be at least 12th level to take this ghost trick.
* Hearing Heartbeats (Su): The haunted one’s ghastly companion gains the lifesense universal monster ability with a 60 foot range, allowing the ghastly companion to sense living creatures as though it had blindsight. The haunted one must be at least 8th level to select this ghost trick.
* Phantom Friend (Su): The haunted one becomes immune to the special attacks and special abilities of his ghastly companion. This prevents the haunted one from having to save against the following special attacks/abilities if they come from his ghastly companion: banshee's wail, allip's babble, poltergeist's frightener, yuki-onna’s snowstorm. He must still save against the effects of creature similar to his ghastly companion, and against the effects of other ghastly companions.
* Phantom Knight (Su): The haunted one’s ghastly companion becomes proficient with martial weapons and may wield corporeal weapons, using the ghastly companion's Dexterity modifier in place his of Strength. The weapon is still a corporeal weapon. The haunted one must have the phantom soldier ghost trick to take this ghost trick.
* Phantom Soldier (Su): The haunted one becomes gains proficiency with all martial weapons while possessed by his ghastly companion (see the ghastly companion ability for details).
* Poltergeist’s Mischief (Su): Choose a combat maneuver gained with poltergeist’s trickery. The haunted one can spend 1 geist point to have his ghastly companion perform that combat maneuver against any target within 30 feet. The haunted one must have taken the poltergeist’s trickery ghost trick in order to take this ghost trick.
* Poltergeist’s Trickery: The haunted one and his ghastly companion both gain one of the following feats, even if they don’t meet the prerequisites: Improved Trip, Improved Bull Rush, Improved Disarm, Improved Steal, Improved Sunder. The haunted one can take this ghost trick more than once; each time he chooses a new feat.
* Reliquary Gift (Su): The haunted one gains the ability to attune a single magic item to his ghastly companion using a 1 hour ritual. Once the ritual is complete, the ghastly companion gains the benefits of the magic item as long as the haunted one possesses the item. The haunted one can change which item is attuned to his ghastly companion using the same 1 hour ritual. The haunted one must be at least 12th level to select this ghost trick.
* Specter’s Shield (Su): As long as the ghastly companion is controlling the haunted one (see the ghastly companion ability for details), the haunted one adds his Charisma modifier to his AC as a deflection bonus. The haunted one must be at least 8th level to select this ghost trick.
* TK Tornado (Su): TK storm can now target creatures within 60 feet of the haunted one or ghastly companion.
* Unlife to the Lifeless (Sp): The haunted one can spend a use of ghastly possession to drive his ghastly companion into an object, creating the effects of animate objects, using his haunted one level as his caster level. Only a single object can be animated in this fashion. The haunted one must be 12th level and have the ghastly possession ability to take this ghost trick.
* Whispered Secrets (Ex): Choose one Knowledge skill. The haunted one can use his ghastly companion’s HD instead of his normal ranks in the chosen Knowledge skill. This ghost trick can be taken more than once; each time the haunted one chooses a new Knowledge skill.

## Ghost Sight (Su):

Dealing with a phantom all the time has trained the haunted one to spot the tell-tale signs of spectral entities. A 3rd level haunted one gains the benefits of a constant detect undead, but it only functions on undead creatures with the incorporeal subtype. A haunted one can, as a move action, concentrate on a single individual within 60 feet and determine if it is undead, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the haunted one does not detect undead in any other individual within range.

## Soul Guard (Su):

Constant exposure to the taint of undeath has given the haunted one a growing resilience to the powers of the undead. At 3rd level, the haunted one gains a +1 competence bonus on all saves against spells and effects from undead creatures. This bonus increases by an additional +1 for every 3 levels after 3rd, to a maximum of +5 at 18th level.

At 11th level, the haunted one becomes immune to possession effects (such as the spell magic jar or a ghost’s malevolence special ability) not originating from his own class abilities.

At 15th level, if the haunted one fails a save against a mind-affecting effect, he may spend a use of ghastly possession as an immediate action to automatically resist the effect and instead become possessed, as describe by the ghastly companion class feature.

## Seance (Sp):

Being so close to the afterlife allows the haunted one to reach out and speak with the departed. At 4th level, the haunted one can cast speak with dead as a spell-like ability using his haunted one level as his caster level. The haunted one can use seance 3 times per day.

## Dead Whispers (Ex):

Speaking with the dead is easy; understanding them is another matter altogether. At 5th level, the haunted one automatically understands any language spoken by an undead creature. This acts like a mundane comprehend languages, but only works when the haunted one is listening to an undead creature.

## Strike the Soul (Su):

As the unnatural energies of the afterlife seep into the haunted one’s being, they allow him to become ghostlike for a short moment, which is more than enough to drive a dagger into someone’s heart. At 5th level, the haunted one can spend 2 geist points to make a single incorporeal touch attack as a standard action. If he hits with the attack, he deals damage as normal, but the damage type is converted to negative energy. This ability has no effect on creatures without a Constitution score, or that expressly lack a soul (constructs, unintelligent undead); should the haunted one attempt to attack such a creature with strike the soul, the attack passes harmlessly through the creature and is wasted.

## TK Barrier (Su):

As he grows more comfortable harnessing the power of his ghostly companion, the haunted one learns to turn the ghost’s offensive powers towards his own defense. At 6th level, the haunted one can spend 1 geist point as a move action to create a floating barrier of debris within 30 feet of his position. The haunted one can create a 5x5 plane of debris for every 2 haunted one levels. The squares can be in any orientation, but the barrier must be continuous. These barriers provide partial cover for all creatures, except against the haunted one and his ghastly companion who take no penalty for firing through their own TK barrier. A creature can attempt a Strength check to burst through the barrier (DC 10 + haunted one’s Charisma modifier). In addition, incorporeal creatures treat these barriers as solid objects. The haunted one must spend 1 geist point as a swift action each turn to maintain a TK barrier. The haunted one cannot use his TK storm ability while he is maintaining a TK barrier, and likewise he cannot create a TK barrier in the same turn he has attacked with his TK storm.

## Spirit Blade (Su):

The haunted one has learned how to best combat the angry ghosts of the world and can turn cold steel into a potent weapon able to harm the incorporeal. At 7th level, while he has at least 1 geist point remaining, any weapon wielded by the haunted one or his ghastly companion is treated as having the ghost touch magic weapon ability. In addition, all projectiles thrown using TK storm gains the ghost touch magic weapon ability.

## Ghastly Possession (Sp):

The haunted one can attempt to drive his ghastly companion into another creature, allowing his phantom friend to control the subject like a puppet. At 8th level, the haunted one can command his ghastly companion to attempt to possess a target for a number of rounds equal to the haunted one’s Charisma modifier. A Will save (DC 10 + ½ haunted one level + Charisma modifier) negates the effect. This acts like the spell magic jar, except that there is no receptacle involved; the soul of the target is temporarily subdued for the duration of the effect. The haunted one must maintain line of sight with the possessed target or the effect ends. The haunted one cannot exert direct control over the possessed subject; he can provide suggestions and requests, and the GM decides if the ghastly companion follows or ignores the haunted one. See the ghastly companion ability for details. Any effects that originate from the ghastly companion continue to function normally. The ghastly companion can only possess a single creature at a time. Should the haunted one have his ghastly companion possess a new creature, the current victim is freed.

At 8th level, the haunted one can use ghastly possession once per day. At 12th level, and every 4 levels after that, the haunted one can use ghastly possession an additional time per day, up to 4 times a day at level 20.

## One of Us (Su):

Having a ghost bonded to your soul changes a person, and the haunted one slowly begins to resemble death warmed over. At 9th level, the haunted one improves the initial attitude of all intelligent undead creatures who can see him by 1 step (hostile to unfriendly, unfriendly to indifferent, and so on). A Will save (DC 10 + ½ haunted one’s level + Charisma modifier) negates this effect.

## Ghastly Power(Su):

The ghastly companion has manifested enough power to act on its own, and now nothing is safe. At 13th level, the ghastly companion can activate the haunted one’s TK storm ability as a full-round action. The haunted one loses 1 geist point each time his ghastly companion activates his TK storm but can otherwise spend his turn however he wishes. The TK storm ability can only be used once per round.

## Sudden Barrier (Su):

Flying debris can prove just as much a shield as a weapon in the hands of the haunted one. At 15th level, the haunted can spend 2 geist points as an immediate action to create a single 5x5 TK barrier. The haunted one can use sudden barrier even if he has used TK storm this turn.

## Dead Soul (Su):

Being so close to the land of the dead renders the haunted one increasingly dead inside, providing resilience against the necromantic energies. At 17th level, the haunted one appearance becomes pale and gaunt, and gains spell resistance equal to 13 + his haunted one level.against all necromancy spells.

## Lost Soul (Ex):

The undead see no difference between the haunted one and the rest of the unliving. At 19th level, intelligent undead creatures with the incorporeal subtype have their starting attitude towards the haunted one improved by an additional step. A Will save (DC 10 + ½ haunted one’s level + Charisma modifier) negates this effect.  In addition, unintelligent undead will not react to the haunted one’s presence, as though he was affected by a mundane hide from undead spell. The haunted one can lower or raise this effect as a swift action.

## Path of the Grave (Su):

At 20th level, the haunted one has become so infused with ghostly power that he is able to pierce the veil holding life from afterlife, and walk with the spirits. The haunted one gains the ability to become incorporeal at will as a swift action. This lasts until the haunted one dismisses the effect as a free action or 10 minutes pass, whichever comes first.

## Section 15 OGL Copyright Declaration:

• System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;

Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material

by E. Gary Gygax and Dave Arneson.

• Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author:

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• The Book of Experimental Might. Copyright 2008, Monte J. Cook. All

rights reserved.

• Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:

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Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,

and Bill Webb; Based on original content from TSR.

• Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo

Publishing, LLC; Author: Jason Bulmahn

• Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo

Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck,

Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A.

Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K

Reynolds, and Russ Taylor.

• Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing,

LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob

McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds,

Owen K.C. Stephens, and Russ Taylor.

• Tome of Spell and Sword, © 2013, Little Red Goblin Games LLC; Author:

Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth, and Dayton Johnson.

• Little Red Goblin Games Racial Guide 4: Non-Traditional Race Guide, ©

2015, Little Red Goblin Games LLC; Author: Scott Gladstein, Ian Sisson,

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