Carrie
Carriania Aldian (a.k.a. Carrie)
Carrie Sunero Cleric 4 / Wizard 3 / Mystic Theurge 10
Medium Humanoid (human)Init +2 Senses Listen +5, Spot +5
AC 24, T 14, FF 24
hp 67 (17 HD)
Fort +8 Ref +4 Will +12
Speed 30 ft., (6 squares)
Melee +3 Dagger of Defending 1d20+17 / 1d20+12 ( 1d4+8 ) or
Ranged mwk Crossbow, heavy 1d20+15 ( 1d10+4 ) or
Melee Touch 1d20+10 or
Ranged Touch 1d20+11
Base Atk +9, Gpl +10
Wizard Spells 4/6/5/5/4/4/2 DC 15+ spell level (+2 vs divination), CL 12 (+2 vs SR)
6th - circle of death, greater dispel magic
5th - cloudkill, cone of cold, disintegrate, hold monster
4th -
3rd - [roll10d6|fireball], "),
2nd - blindness/deafness, blur, ghoul touch, glitterdust, scorching ray (3 rays 4d6 )
1st -
Cantrips - daze, light, minor illusion, prestidigitation
Cleric Spells 6/6/6/5/5/3/2/1 DC 15+ spell level, CL 13 Domains Death & Magic. +1 DC to Evocation
7th - holy word, false, destruction B
6th - greater dispel magic, heal, create undeadB
5th - break enchantment, revivify, true sight, spell resistanceB
4th -
3rd -
2nd -
1st -
Orison - create water, detect poion, light, mending, read magic, resistance
Abilities Str 12 Dex 14 Con 12 Int 20 Wis 21 Cha 16
Feats Business Savvy, Divine Metamagic (heighten spell), Extra Turning, Heighten Spell, Magic Devotion, Spontaneous Domain
Skills Concentration +18, Knowledge (arcana) +22, Knowledge (religion) +15, 15 +15, Profession +19, Spellcraft +24
Equipment+3 Dagger of Defending, mwk Crossbow, heavy, +3 Mithril Breastplate of Ghostward, Displacement, Non-Detection, +2 Shield, heavy steel, +1 mithril twilight breast plate, Belt of Giant's Strength +4, Cloak of Charisma +4, Headband of Intellect +4, Periapt of Wisdom +4, Potion of Bear's endurance (CL 3)Potion of Cure light wounds (CL 3)Potion of Cure Moderate 2d8+3Potion of Cure serious wounds (CL 5)Potion of Darkvision (CL 3)Potion of Draught of Magic (greater)Potion of flame arrow (CL 5)Potion of Greater magic weapon +2 (CL 4)Potion of Heroism (CL 5)Potion of Hide from animals (CL 3)Potion of Non detection (CL 5, DC 16)Potion of Potion of Blur (CL 3)Potion of Protection from Chaos (CL 1)Potion of Resist Energy (Acid, CL 3)Potion of Resist Energy (Cold, CL 3)Potion of Resist Energy (Fire, CL 3)Potion of Resist Energy (Sonic, CL 3)Potion of Sanctuary (CL 3)Potion of Sanctuary (CL 3)
Human Wizard 15 1d20
LE Medium Humanoid (human)
Init 1d20+8 ; Senses Listen +1, Spot +1
Languages Common, Draconic, Sylvan
AC 33, touch 18, ff 29, 50% miss (ghost), 30% miss (displacement)
hp 97 (15 HD), DR 10/adamantine
Fort +5 Ref +12 Will +10
Speed 30ft., Fly 30 ft. (perfect)
Melee +3 quarterstaff 1d20+14 / 1d20+9 ( 1d6+4 ) or
Ranged +1 crossbow, heavy 1d20+15 / 1d20+10 ( 1d10+1 ) or
Melee mwk dagger 1d20+13 / 1d20+8 ( 1d4 ) or
Melee Touch attack 1d20+8 (varies) or
Ranged Touch attack 1d20+11 (varies) or
Base Atk +7, Grp +8
Attack Options
Special Actions Brew Potion
Combat Gear Potion of cure serious wounds 3d8+5 , potion of barksin (+5), potion of shield of faith (+4), scroll of bear's endurance (cl 0), scroll of bull's strength (cl 3), scroll of cat's grace (cl 3), scroll of haste (cl 15), scroll of mage armor (+4) (cl15)
Wizard Spells 4/6/6/6/5/5/4/3/1 DC 17+ spell level (+2 vs divination), CL 15 (+2 vs SR)
8th - dominate monster
7th -
6th - chain lightning, circle of death, greater dispel magic, greater dispel magic
5th - cloudkill, cone of cold, disintegrate, dominate person, hold monster
4th -
3rd - [roll10d6|fireball], "),
2nd - blindness/deafness, blur, ghoul touch, glitterdust, scorching ray (3 rays 4d6 ), touch of idiocy
1st -
Cantrips - daze, light, minor illusion, prestidigitation
Abilities Str 12 Dex 18 Con - Int 25 Wis 12 Cha 14
Feats Greater Spell focus (divination), Greater Spell Penetration, Improved Initiative, Insightful Reflexes, Scribe Scroll, Spell Focus (divination), Spell Penetration, Weapon Focus (touch attack)
Skills Concentration +16, Craft (armorsmith) +11, Craft (weaponsmith) +17, Decipher Script +9, Knowledge (arcana) +23, Knowledge (dungeon) +16, Knowledge (geography) +17, Knowledge (local) +13, Knowledge (the planes) +22, Spellcraft +25
Equipment +3 quarterstaff, +1 crossbow, heavy, mwk dagger, ring of protection +2, headband of intellect +4, gloves of dexterity +2, bracers of armor +3, amulet of health +2, 2pp, 586.04g (banked)
Active Spells displacement, energy immunity, greater mage armor, shield, stoneskin, barksin (+5), cat's grace (cl 3), mage armor (+4) (cl15), scroll of bear's endurance (cl 0), scroll of bull's strength (cl 3), shield of faith (+4), scroll of expeditious retreat (cl15) Corrupting Gaze (Su)
A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. Corrupting Touch (Su)
A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Draining Touch (Su)
A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Frightful Moan (Su)
A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Horrific Appearance (Su)
Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours. Malevolence (Su)
Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body. Manifestation (Su)
Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets. A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Telekinesis (Su)
A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Relationships
Alignment
Neutral
Current Location
Species
Ethnicity
Date of Birth
9th of Coldeven
Year of Birth
572 CY
24 Years old
Birthplace
Epoch
Spouses
Siblings
Children
Current Residence
Gender
Female
Height
5'4"
Weight
118
Belief/Deity
Aligned Organization
Related Reports



