Haunted One (3pp)

Haunted One

Contents

Play Style

Haunted ones trap spirits within their flesh in order to make use of their supernatural abilities. Haunted one attacks are known as Hauntings. The haunted one’s a resource-management style class, meaning you’ll need to keep track of points of Trauma and decide when and how to spend them.

Haunted ones are a very reliable class – when your haunted one hits he does damage and when he misses he gains Trauma which can be used to enhance later attacks, but the class has a downside: special Haunting attacks often have no miss damage. Thus, you want your haunted one to miss to gain Trauma, but gaining Trauma often means no damage.

The more unspent Trauma your haunted one has, the better most attacks become, but spending Trauma has different benefits for most attacks too. It’s a balancing act between spend and save.

The damage output of a haunted one’s higher than many other classes, but take care – your adventurer’s a glass cannon with low defense, needing to get in and out before getting too badly hurt.

Haunted ones are primarily melee focused characters, so your best bet is to let rip with everything your adventurer has in the hopes of ending a fight early and decisively, or working to free up his allies so they can heal or aid your haunted one in longer fights.

Haunted ones are spooky and disturbing, and a lot of their attacks have feats that are applicable to non- combat situations, as long as you like the idea of your character being a bit of a one-person freak show.

Ability Scores

As a haunted one, your adventurer gains a +2 class bonus to Wisdom or Constitution, as long as it isn’t the same ability increased with his +2 racial bonus. Wisdom is important because Haunting attacks rely upon it, and a high Constitution helps make up for not wearing much armor.

Backgrounds

Possible backgrounds include: haunted runaway, graveyard diplomat, rare medium, wandering outcast, ghost hunter, demon slayer, one foot in the grave, fought through hell and lived, dad was a ghost and mom liked pottery, dream-walker, last of my tribe, herald of the dominion of death.

Gear

At 1st level, haunted ones start with the clothes on their back and maybe a change of clothes, perhaps some light armor, and one or two simple or small weapons. They have various knick-knacks suggested by their background, probably related to those who’ve passed on.

Gold Pieces

Haunted ones may start with either 25 gp or 1d6 x 10 gp. Some of the coins may be quite old, or taken from the eyes of the dead.

Armor

Haunted ones need to be relatively lightly armored so they can use their flesh-warping Haunting attacks.

Armor
Armor Type Base AC Atk Penalty
None 10
Light 12 -1
Heavy 13 -2
Shield +1 -2
Melee Weapons
Weapon Category One-Handed Two-Handed
Small 1d4 dagger 1d6 club
Light or Simple 1d6 shortsword, hand axe 1d8 spear
Heavy or Martial 1d8 longsword, warhammer (-2 atk) 1d10 greatsword, greataxe (-2 atk)
Ranged Weapons
  Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy or Martial 1d8 heavy crossbow (-2 atk) 1d8 longbow (-2 atk)
Level Progression
Fighter Level Total Hit Points Total Feats Hauntings Haunting Levels Level-up Ability Bonuses Damage Bonus From Ability Score
Level 1 (7 + CON mod) x 3 1 adventurer 3 1st level   Ability modifier
Level 2 (7 + CON mod) x 4 2 adventurer 4 1st level   Ability modifier
Level 3 (7 + CON mod) x 5 3 adventurer 4 3rd level   Ability modifier
Level 4 (7 + CON mod) x 6 4 adventurer 5 3rd level +1 to 3 abilities Ability modifier
Level 5 (7 + CON mod) x 8 4 adventurer
1 champion
5 5th level   2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adventurer
2 champion
6 5th level   2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adventurer
3 champion
6 7th level +1 to 3 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 4 adventurer
3 champion
1 epic
7 7th level   3 x ability modifier
Level 9 (7 + CON mod) x 20 4 adventurer
3 champion
2 epic
7 9th level   3 x ability modifier
Level 10 (7 + CON mod) x 24 4 adventurer
3 champion
3 epic
8 9th level +1 to 3 abilities 3 x ability modifier

Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Wisdom or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (no armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 12 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries 8
Recovery Dice (1d8 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss: Damage equal to your level

Ranged Attack

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: —

Class Features

Trauma

All haunted ones gain Trauma when they miss. Trauma is the psychic feedback from the ghosts trapped inside their skin. The more Trauma a haunted one gathers, the better he’s able to use his Hauntings, but the more dangerous using those hauntings becomes. Many of the haunted one’s powers just function better when your haunted one has more Trauma; some improve with spending Trauma, and some can only be used by spending Trauma.

Every time your haunted one misses an enemy with a Haunting attack he gains a point of Trauma. You reduce the amount of Trauma your haunted one has by spending it.

All gathered, unspent Trauma goes away at the end of a battle.

Some powers have a variable trauma cost (1d3, 2d3, etc). If you like the idea that you never quite know how the ghosts trapped in your character’s flesh are going to behave from one day to the next then use the variable cost by rolling for each power’s cost at the start of each day, using the rolled value until the start of the next day. If you prefer to have more certainty, take the average. To help you out we’ve put the average in brackets after the variable cost so they read 1d3(2) or 2d3(4).

Class Talents

Choose three of the following class Talents.

Death Watcher

Your haunted one’s link to the world of the dead gives him the ability to see the unseen: he gains a +5 bonus to sense the invisible, spot traps, or detect hidden creatures.

Adventurer Feat Your haunted one can imbue a mundane item with a short message which can only be received by the intended recipient. The message is delivered by a spirit he binds to the item.

Empathic Healing

Once per encounter when a nearby ally spends a recovery, you may spend one of your haunted one’s recoveries and add the total to the amount the ally heals.

Adventurer Feat Once per day a nearby ally can Rally as a quick action.

Champion Feat Once per day when you spend one of your haunted one’s recoveries, roll d20’s for his Recovery dice.

Execute Living, Judge Dead

Your haunted one no longer takes the penalty for wearing heavy armor. Once per day you can ask a yes/no question of your GM when assessing the guilt of a living being.

Adventurer Feat Once per day turn a critical hit against your haunted one into a normal hit.

Champion Feat When using a shield, your haunted one also applies its defense bonus to his PD.

Epic Feat Once per day your haunted one can summon 1d4+1 spectral mounts for up to an hour. The spectral mounts can fly, can travel five times faster than a horse, and obey his commands. The mounts won’t enter combat with him.

Flesh Warp

Your haunted one can assume a monstrous form of twisted flesh and bulging muscles; while in this form he no longer takes a penalty for wielding heavy weapons.

Adventurer Feat When your haunted one misses with an odd attack roll and the escalation die is odd, deal half damage.

Champion Feat Once per day your haunted one can grab something he normally couldn’t lift (a barrel, a bolder, a horse) and use it to make the following attack…
R: Improvised hurl (Str+Level vs AC) – 1d12 x level damage.

Epic Feat The ability granted by the Champion Feat is now recharge 16+.

Ghost-Step

Add the escalation die to your haunted one’s disengage checks.

Adventurer Feat Gain a +1 to all disengage checks.

Ghostly Familiar

Your haunted one has a ghost as a familiar, such as a ghostly cat or rabbit or the spirit of a crow. Use the rules for the wizard’s familiar but one of the two familiar abilities must be Ghostly.

Ghostly: Your adventurer’s familiar can pass through solid objects.

Adventurer Feat Your haunted one’s familiar gains a third ability. You may choose Ghost Light as the third ability, or may choose an ability from the standard list provided for the wizard’s familiar.

Ghost Light: Your haunted one’s familiar can be commanded to glimmer with a pale light, providing illumination via a spooky glow. The ghost light can be as dim as an ember or as bright as several lanterns.

Champion Feat Your haunted one’s familiar gains a fourth ability. You may choose Pathos as the fourth ability, or may choose an ability from the standard list provided for the wizard’s familiar.

Pathos: Once per battle as a quick action your haunted one can banish his familiar and gain 1d4+1 points of Trauma. The familiar returns at the end of the battle.

Epic Feat Your haunted one’s familiar gains a fifth ability. You may choose Keening as the fifth ability, or may choose an ability from the standard list provided for the wizard’s familiar.

Keening: Once per battle when your adventurer’s familiar is with him, an enemy who moves to engage him or attacks him takes thunder damage equal to his level plus his current unspent Trauma.

Pain Is Gain

The pain of the ghosts your haunted one has bound into his flesh is almost pleasurable to him. Once per battle as a quick action your haunted one may spend Trauma to heal, recovering 1d4 hit points per point spent.

Adventurer Feat Your haunted one may use Pain Is Gain twice per battle.

Champion Feat Your haunted one now heals 1d6 hit points per point of Trauma spent.

Epic Feat Your haunted one now heals 1d8 hit points per point of Trauma spent.

Phantom Servant

Your haunted one’s accompanied by a ghostly servant who can perform small tasks for him. The tasks must be fairly mundane (blowing out a candle, opening a door, making spooky noises, bringing a small hand-held object that he can see over to his master), and he only gets to request one task every five minutes. Most of the time your adventurer’s phantom servant’s invisible to everybody except him, but when performing tasks of an obvious nature (such as carrying a jailor’s keys from a hook on the wall and dropping them into his master’s hand) the outlines of the ghost becomes faintly visible. The ghostly retainer is useless in battle (it can’t attack, can’t be targeted, and can’t aid your haunted one or his allies in any way), but can be invaluable where subtlety outside of battle is required. It’s up to you whether the ghosts are willing servants or enslaved spirits.

Adventurer Feat Your haunted one has several ghostly servants, and though he only gets to request one task every five minutes, the tasks can be as complex as setting up a campsite, cleaning a room, or cooking a meal. Together the ghosts can move larger objects (pushing chairs, setting a table, making a bed) though their grasp on physical objects is still too weak to stop a solid person from resisting whatever they’re doing.

Champion Feat Once per day your haunted one’s servants can mend an object as per the wizard’s Mend spell. His ghostly servants keep watch while he sleeps or is otherwise occupied, waking and warning him if there’s trouble (using his Wisdom modifier when rolling to spot approaching danger).

Epic Feat When your haunted one dies, his ghostly servants revive him and at the start of his next turn he returns to life with half his regular maximum hit points and recoveries, and a -1 to all rolls (attacks, saves, skill checks, etc). At his next full heal-up the -1 penalty and the reduction in hit points and recoveries disappear and he’s back to what passes for normal for him. This ability can only ever be used once.

Poltergeist Magnet

Spend 1 Trauma As A Quick Action: 1 engaged enemy takes your haunted one’s level in ongoing damage (save ends) and a nearby ally can Rally as a free action if he hasn’t Rallied yet this battle.

Adventurer Feat When your haunted one hits a creature taking ongoing damage with a natural even attack, he gains temporary HP equal to half his recovery value.

Champion Feat Your haunted one can now Rally as a free action instead of a nearby ally when he uses this Talent, provided he hasn’t already Rallied this battle.

Epic Feat When your haunted one hits a target taking ongoing damage with a natural 16+ melee attack, the save against the ongoing damage becomes a hard save (16+).

Ritual Haunter

Your haunted one can use his Hauntings as though they were spells being ritually cast, gaining a greater benefit than simple use of his Hauntings in combat, just like a ritually cast spell gains a greater benefit than those cast in the heat of battle. He may only use one Haunting as a ritual each day.

Sin Eater

Once per day when an ally rolls a 1 on an Icon relationship die your haunted one can turn that 1 into a 6, but he gains the benefit of the 6.

Adventurer Feat Your haunted one can now use this ability when an ally rolls a 1 or 2.

Champion Feat Your haunted one can now use this ability when an ally rolls a 1, 2 or 3.

Epic Feat Your haunted one can now use this ability on two Icon dice each day, provided they’re not his own.

Shepherd Of The Unsleeping

In some communities and cultures haunted ones are treated with the same reverence as clerics because of their ability to speak to the recently departed, relaying their final wishes and helping lay them to rest.

Once per day when your haunted one encounters a corpse that has been dead less than three days he may speak to it as if it were still alive (though what it wants to say, if it has any useful information, and if it chooses to lie, is down to your GM). He also gains access to the cleric’s spell Turn Undead and may use it as if he were one level lower than his level.

Adventurer Feat Your haunted one’s connection to the spirits allows him to stave off the grasp of death. He may cast the cleric spell Heal once per day.

Champion Feat Your haunted one may add his Constitution or Charisma modifier to his Turn Undead attack roll in place of Wisdom.

Epic Feat Your haunted one may cast Heal a number of times per day equal to his Constitution modifier.

Traumatic Attack

Once per round when your haunted one makes a Haunting attack, he can deal extra psychic damage if his attack hits. He must spend a point of Trauma to use Traumatic Attack, but only needs to spend one point no matter how many targets the Haunting attack is against.

If the Haunting attack misses he gains Trauma as usual (one point per missed target), but HE takes the extra damage instead of the missed target or targets. For example: if he spends a point of Trauma to add +1d6 psychic damage to an attack that targets three enemies and he misses two enemies, he gains 2 Trauma (one per missed enemy) but takes 2d6 psychic damage (1d6 per missed enemy).

Hauted Ones Level Extra Psychic Damage
1 +1d4
2 +1d6
4 +2d6
6 +3d6
8 +5d6
10 +7d6

Trickster Poltergeist

Your haunted one is haunted by a ghost that likes playing mean tricks on others. Use Dexterity in place of Wisdom for his Haunting attacks and damage, though you can describe that as being the ghost pulling and pushing his enemies into the path of his attacks.

Adventurer Feat Your haunted one learns one rogue at-will power. It is recharge 12+ for him.

Champion Feat You can add one rogue daily or recharge power to your haunted one’s list of abilities.

Wraith-Form

As a quick action before he has used his standard or move actions in a turn, your haunted one can enter his Wraith-Form. While in Wraith-Form (sometimes called Ghost-Walking) he becomes intangible and can pass through solid objects, though magical barriers still bar his way and prevent his passage. At the end of your haunted one’s Wraith-Form movement he must be in a space that he could normally occupy while tangible (he can’t end his movement inside a wall, standing in another character, etc).

Your adventurer’s still partially visible while in Wraith-Form, but appears ghost-like. He can still be targeted by attacks while in Wraith-Form. While in Wraith-Form he doesn’t provoke attacks by moving.

While in Wraith-Form, he can’t make attacks or affect other characters beyond speaking and gesturing at them (no dealing damage, no aiding others, etc), and he doesn’t take damage from environmental effects. While in Wraith-Form, he can still take actions that affect only himself (such as Rallying, drinking a potion, etc).

At the start of your haunted one’s next turn, he becomes tangible again – and the first attack he makes that turn deals double damage, hit or miss (and a crit does triple damage).

Adventurer Feat Your haunted one gains a bonus to his defenses while in Wraith-Form equal to his current Trauma.

Champion Feat When your haunted one is in Wraith-Form you may roll to end each save-ends effect on him. If he fails to save against an ongoing save-ends effect while he’s in Wraith-Form he gains a point of Trauma for each effect he failed to save against.

Epic Feat While in Wraith-Form your haunted one can fly, but must land at the end of his movement.

Hauntings

Haunted ones’ attack powers are known as Hauntings. Your haunted one gains a number of Hauntings determined by his level (see the level progression chart), and the level that he uses them at is also determined by his level (for example, at 7th level his Hauntings will all be 7th level versions of those powers).

Hauntings that can be enhanced by spending Trauma tell you how and when he spends Trauma, and if it requires an action to do so. Hauntings that are enhanced if your haunted one has a certain amount of unspent Trauma have the line ‘X+ unspent Trauma’ where X is minimum amount of Trauma left after you have spent any Trauma on the attack and have resolved if the attack hit or missed.

Hauntings that are melee attacks are usually a bound ghost possessing your haunted one’s body and grossly distorting it to make attacks of a highly disturbing nature. Ranged Haunting attacks are usually bound ghosts (temporarily) escaping from his skin and attacking his enemies. At the end of the battle any deformities, extra limbs, or terrifying warping of your haunted one’s flesh return to normal, and escaped ghosts are automatically re-bound into his flesh.

Standard Acton Hauntings

Claws Of Terror

Melee attack; At-Will

Target: One enemy

Attack: Wisdom + Level vs. AC

Natural Even Hit: 2d10 damage, and your haunted one can move as a quick action on his current turn provided there’s something for him to swing from or pull himself towards with his elongated arms.

Natural Odd Hit: 2d6 damage, and the target pops free and is pulled into engagement with your haunted one

Miss: Gain a point of Trauma per target missed. 3rd level: Even Hit: 4d10 damage & quick move / Odd hit: 4d6 damage and target pulled into engagement.

5th level: Even Hit: 6d10 damage & quick move / Odd hit: 6d6 damage and target pulled into engagement.

7th level: Even Hit: 9d10 damage & quick move / Odd hit: 9d6 damage and target pulled into engagement.

9th level: Even Hit: 15d10 damage & quick move / Odd hit: 15d6 damage and target pulled into engagement.

Spend 1 Trauma Before Rolling To Attack: hit or miss add 1d4 damage for each point of remaining unspent Trauma, with a maximum number of added d4s equal to your haunted one’s level.

Adventurer Feat While moving as a quick action with his elongated arms, your haunted one gains a bonus to his defenses equal to his unspent Trauma.

Champion Feat Once per battle at any point after using this attack, when making a haunted one melee attack your haunted one can use his elongated arms to perform a reach trick.

Epic Feat Instead of using a quick action the movement is now a free action that doesn’t provoke attacks.

Gnashing Maw

Melee attack; At-Will

Target: One enemy

Attack: Wisdom + Level vs. AC

Natural Even Hit: 2d12 damage and the target
takes your haunted one’s level in damage at the end of each of their turns until they move away from him.

Natural Odd Hit: 5 ongoing damage

Miss: Gain a point of Trauma per target missed.

3rd level: Even Hit: 3d12 damage, etc / Odd hit: 9 ongoing damage

5th level: Even Hit: 4d12 damage, etc / Odd hit: 14 ongoing damage

7th level: Even Hit: 6d12 damage, etc / Odd hit: 20 ongoing damage

9th level: Even Hit: 10d12 damage, etc / Odd hit: 35 ongoing damage

Spend 1d3(2) Trauma After Hitting: The ongoing damage is hard save (16+) ends.
1d3(2) + Unspent Trauma: On an even hit the damage dice are d10s instead of d12s but the target takes your haunted one’s level in damage at the start of their turns until they move away (instead of at the end of their turns).

Adventurer Feat Your haunted one gains resist poison 16+ when drinking or eating poisoned substances, and he never gets sick from eating gross stuff (such as maggoty meat, moldy bread, rotten wood, etc). He can stretch his jaw and throat in order to swallow non-living things whole (if it fits into his stomach and isn’t putting up a fight he can swallow it without chewing), and can choose not to digest swallowed items in order to vomit them later.
Once per battle when your haunted one misses with a Gnashing Maw attack, deal poison damage equal to his level to the target.

Champion Feat Add your haunted one’s Constitution modifier to the damage enemies take when they fail to move away from him.

Epic Feat Your haunted one can stretch his jaws so wide that he can perform impossible stunts like swallowing his own body, turning himself inside out, or stretching his lips over another person. The stunts offer no practical benefit, beyond making onlookers extremely grossed out.

Grave Fire

Close attack; Recharge 16+ after battle

Target: One enemy your haunted one is engaged with when he first makes the attack, one enemy nearby the last target he hits if you roll the attack again. The attack forms a chain of targets that can stretch across the battlefield; your haunted one just needs to be engaged with an enemy to start the chain. He may only target each creature once per battle with Grave Fire.

Attack: Wisdom + Level vs. AC

Natural Even hit: 1d8 fire damage and your haunted one may make another Grave Fire attack as a free action against a different target nearby the target he just hit. He may keep making attacks until you roll a natural odd hit or miss.

Natural Odd Hit: 1d8 damage plus damage equal to your haunted one’s current unspent Trauma.

Natural Even Miss: Your haunted one’s level in damage and he may make another Grave Fire attack as a free action against a different target nearby the target he just hit. He may keep making attacks until you roll a natural odd.

Natural Odd Miss: Gain a point of Trauma.

3rd level: Even Hit: 2d8 fire damage / Odd Hit: 2d8 plus unspent Trauma damage.

5th level: Even Hit: 3d8 fire damage / Odd Hit: 3d8 pus unspent Trauma damage.

7th level: Even Hit: 4d8 fire damage / Odd Hit: 4d8 plus unspent Trauma damage.

9th level: Even Hit: 7d8 fire damage / Odd Hit: 7d8 plus unspent Trauma damage.

Spend 2d3(4) Trauma Before Rolling The Initial Attack: If the first attack roll is a natural odd hit or miss your haunted one automatically and instantly recharges this power and can use it again this battle, but if he does use it again this battle it’s expended for the rest of the day.

Adventurer Feat The recharge roll is now 11+.

Outside of battle as an at-will quick action (even if Grave-Fire is expended) your haunted one can summon a brief-lived pale ‘flame’ into his hand (or from another part of his body). The cold ‘fire’ goes out quickly, so he loses it if he stops concentrating (he needs to keep spending a quick action each round to maintain it). He can use the pale ‘fire’ to freeze small amounts of unattended liquids or as a form of illumination. He can freeze a tankard of ale in seconds, a bucket worth of water in less than a minute, and in an hour he can cool an approximately 10’x10’x10’ pit full of non-magical lava.

Champion Feat The recharge roll is now 6+. The damage of the attack is now either fire or cold, whichever is worse for the target.

Epic Feat If your haunted one fails to recharge, in his next battle he gains Trauma at the start of each of his turns equal to the escalation die value.

Keening Wail

Ranged attack; At-Will

Target: 1d3 nearby enemies in a group.

Attack: Wisdom + Level vs. PD

Natural Even Hit: 2d8 damage and the target pops free.

Natural Odd Hit: 2d4 ongoing damage and the target is stuck (save ends both).

Miss: Gain a point of Trauma per target missed.

3rd level: Even Hit: 3d8 damage / Odd Hit: 3d4 ongoing damage and stuck (save ends both).

5th level: Even Hit: 5d8 damage / Odd Hit: 5d4 ongoing damage and stuck (save ends both).

7th level: Even Hit: 8d8 damage / Odd Hit: 8d4 ongoing damage and stuck (save ends both).

9th level: Even Hit: 13d8 damage / Odd Hit: 13d4 ongoing damage and stuck (save ends both).

Your Haunted One’s Level + Unspent Trauma: Targets that your haunted one misses take his level in thunder or psychic damage, whichever is worse for the target.

Adventurer Feat The damage type of the attack is now psychic or thunder, whichever is worse for the target.

Champion Feat Your haunted one can use his Keening Wail while singing, giving him a +4 bonus to skill checks when performing songs that are scary or mournful.

Epic Feat Your haunted one’s Keening Wail ignores all damage resistances.

Rend Soul

Close attack; Daily

Target: One nearby living enemy (cannot target undead or constructs).

Attack: Wisdom + Level vs. MD

Natural Even Hit: Gain Trauma equal to the target’s level, and if the target has fewer than 10 hit points it dies.

Natural Odd Hit: 2d20 psychic damage and the Haunting is not expended.

Miss: Gain a point of Trauma.

Spend 1 Or More Trauma Before Rolling To Attack: If your haunted one kills the target with this attack he gains back two Trauma for every one he spent.

3rd level: Even Hit: 15 or fewer HP / Odd Hit: 3d20 psychic damage & Haunting not expended.

5th level: Even Hit: 26 or fewer HP / Odd Hit: 5d20 psychic damage & Haunting not expended.

7th level: Even Hit: 40 or fewer HP / Odd Hit: 8d20 psychic damage & Haunting not expended.

9th level: Even Hit: 67 or fewer HP / Odd Hit: 13d20 psychic damage & Haunting not expended.

1 + Unspent Trauma: On a natural even hit, if the target doesn’t die your haunted one heals 10 hit points for every point of unspent Trauma (calculate his unspent Trauma after resolving the attack and gaining Trauma from it).

Adventurer Feat Your haunted one can target undead and constructs with this attack, but you roll d10s for damage instead of d20s for damage on a natural odd hit.

Champion Feat When your haunted one kills a creature with this attack, for the rest of the day he gains the benefit of the phantom servant familiar, as your haunted one forces his slain enemy to serve him while its spirit fades away. This prevents your enemy from returning from beyond the grave until the following day.

Epic Feat Once per level your haunted one can use this Haunting as Mend Soul instead of Rend Soul. You must roll a save depending on how long the creature has been dead in order for Mend Soul to work:

Freshly Dead: Died within the last five minutes or so, there’s likely blood still leaking out of wounds (easy save, 6+)

Mostly Dead: Died within the last hour or so, the body’s probably slightly warm and the blood not yet fully congealed in the corpse (normal save, 11+)

Recently Dead: Died within the last day or so, the body’s mostly intact and not rotted yet (difficult save, 16+)

Very Dead: Dead and buried, the body’s rotten and maggoty or has been embalmed but the corpse is not yet just bones and mush (very difficult save, 19+)

If the save succeeds the target returns to life much as they were just before they died. The revived creature returns at only 1 hit point with 1 recovery and -1 to all their d20 rolls (skill checks, attack rolls, saves, etc). The revived creature returns to normal (full HP, full recoveries, no d20 roll penalty) after their next full heal-up.

A living creature can only be revived by Mend Soul once ever. The gateway to the beyond is not a revolving door.

Slitting Tentacles

Melee attack; At-Will

Target: 1d3 enemies.

Attack: Wisdom + Level vs. AC Natural Even Hit: 2d6 damage. Natural Odd Hit: 1d10 poison damage.

Miss: Gain a point of Trauma per target

3rd level: Even Hit: 3d6 damage / Odd Hit: 2d10 poison damage.

5th level: Even Hit: 5d6 damage / Odd Hit: 3d10 poison damage.

7th level: Even Hit: 8d6 damage / Odd Hit: 5d10 poison damage.

9th level: Even Hit: 13d6 damage / Odd Hit: 8d10 poison damage.
missed.

1d3(2) + Unspent Trauma: Targets hit by this attack take a -5 penalty to disengage checks until they pop free or disengage.

Adventurer Feat Your haunted one can use his tentacles outside of combat as extra limbs to hold and manipulate objects. For obvious reasons, seeing his flesh wreathed in shadows and stretched out into unearthly shapes has a tendency to make others uneasy. His tentacles mostly obey his mental commands, but sometimes take on a life of their own if your haunted one isn’t paying them full attention.
When your haunted one would take falling damage, roll a save (11+); on a success his tentacles catch him and arrest his fall so he takes no damage.

Champion Feat Once per battle your haunted one can target 1d4+1 nearby enemies in a group.

Epic Feat Add one extra enemy to the number of enemies your haunted one can target (1d3+1 engaged enemies; once per battle 1d4+2 nearby enemies in a group).

Tear The Veil

Ranged attack; At-Will

Target: One nearby or far away enemy

Attack: Wisdom + Level vs. MD

Natural Even Hit: 1d8 ongoing psychic damage,
and when the target saves it becomes stunned until the start of your next turn.</p

Natural Odd Hit: 2d8 psychic damage and the target is stunned until the start of your next turn.

Miss: Gain a point of Trauma.

3rd level: Even Hit: 2d8 ongoing damage / Odd Hit: 4d8 damage

5th level: Even Hit: 3d8 ongoing damage / Odd Hit: 6d8 damage

7th level: Even Hit: 4d8 ongoing damage, etc / Odd Hit: 9d8 damage

9th level: Even Hit: 7d8 ongoing damage, etc / Odd Hit: 15d8 damage

Spend 1d3 (2) Trauma Before Rolling To Hit: You can target 1d4+1 enemies in a group.

Adventurer Feat Your haunted one’s crit range with this Haunting expands by 2 (normally to 18+) against stunned enemies.

Champion Feat Your haunted one’s crit range with this Haunting expands by 1 against enemies who are taking ongoing psychic damage. This crit range expansion stacks with the expansion granted by the adventurer feat.

Epic Feat Twice per day when you use this power and it kills the target, as an immediate free action you teleport to the spot that they occupied (you tear open the barrier between worlds and step through it, briefly walking through the otherworldly land of the dead, and step out standing above the body of your victim). This is always accompanied by ghostly phenomena; you can’t do this stealthily.

Note: This power is recommended to be errata’d to the following, as an at-will stun ability is game-breaking.

Natural Even Hit: 1d8 ongoing psychic damage. If the target fails it first save against then ongoing damage, it is weakened until the end of its next turn.

Natural Odd Hit: 2d8 psychic damage

Adventurer Feat Weakened enemies are also vulnerable (attacks against them gain a +2 bonus to critical range).

Champion Feat Enemies taking ongoing psychic damage are also vulnerable.

Interrupt Hauntings

Some Hauntings let your haunted one interrupt other’s actions provided he has a certain amount of unspent Trauma or if he’s willing to spend Trauma to do so. He can only use one interrupt action per round. He can never have more interrupt Hauntings than he has at-will standard action Hauntings.

Bloody Vengeance

Melee attack; At-Will

Interrupt: 1d3(2) + unspent Trauma.

Target: One enemy that has just hit your haunted one.

Attack: Wisdom + Level vs. AC

Natural Even Hit: Make a basic melee attack against the target, dealing half damage if it hits.

Natural Odd Hit: Your haunted one takes half damage and pops free.

Miss: Gain a point of Trauma.

Spend 1d3+1(3) Trauma Before Rolling the Attack: Hit or miss, odd or even, the target pops free and your haunted one can move as a free action provided you’re now unengaged.

Adventurer Feat Occasionally walls bleed in your haunted one’s presence. Your haunted one doesn’t control this, and often he’s the only person who can see the blood. Sometimes the blood spells out cryptic warnings from the departed. This doesn’t guarantee that the dead ever have anything comforting to say to your haunted one; the sort of spirits who write messages in dripping blood are usually very angry about something.
When you roll no 5s or 6s with your icon dice, change one result to a 5 as a message in blood aids your adventurer.

Champion Feat If your haunted one crits with this attack, the target starts to bleed from their eyes and is stunned (save ends).

Epic Feat Once per day your haunted one can teleport from one pool of blood to another nearby or far away pool of blood. A bleeding wound large enough for him to dive into counts as a pool of blood for the purposes of his teleportation.

Crawling Horror

Close attack; At-Will

Interrupt: Spend 1d3(2) Trauma.

Target: One nearby enemy that’s moving.

Attack: Wisdom + Level vs. PD

Natural Even Hit: 3 damage and your haunted one may immediately move as a free action, crawling up walls and along ceilings or just moving distressingly along the floor. This free Crawling Horror movement does not provoke attacks.

Natural Odd Hit: 4 ongoing damage.

Miss: Gain a point of Trauma.

3rd level: Even Hit: 4 damage and free move / Odd Hit: 5 ongoing damage.

5th level: Even Hit: 7 damage and free move / Odd Hit: 8 ongoing damage.

7th level: Even Hit: 9 damage and free move / Odd Hit: 10 ongoing damage.

9th level: Even Hit: 12 damage and free move / Odd Hit: 14 ongoing damage.

Spend 1 Trauma After Hitting: Turn an odd hit into an even hit.

Adventurer Feat Your haunted one gains a +2 bonus to climbing skill checks, skill checks involving escaping from bonds through contortion, and to slipping bonelessly through bars.

Champion Feat On a natural odd hit your haunted one may move as a free action into engagement with the target. His free movement on an odd hit provokes attacks.

Epic Feat On an odd hit, your haunted one’s free movement into engagement with the target no longer provokes attacks.

Entangling Hair

Ranged attack; At-Will

Interrupt: 1d3(2) + unspent Trauma.

Target: One nearby engaged enemy who tries to move away from an ally by moving or disengaging. Attack: Wisdom + Level vs. AC

Natural Even Hit: 1d6 damage and the target’s pulled into engagement with your haunted one and is stuck (save ends).

Natural Odd Hit: 3 damage.

Miss: Gain a point of Trauma per target missed.

3rd level: Even Hit: 1d8 damage, pulled & stuck etc / Odd Hit: 4 damage.

5th level: Even Hit: 2d6 damage, pulled & stuck etc / Odd Hit: 7 damage.

7th level: Even Hit: 2d10 damage, pulled & stuck etc / Odd Hit: 9 damage.

9th level: Even Hit: 2d12 damage, pulled & stuck etc / Odd Hit: 12 damage.

1d3(2) + Unspent Trauma: When the target’s pulled into engagement with your haunted one, its forced movement provokes an attack from one ally it was engaged with.

Adventurer Feat Your haunted one’s hair grows at a supernaturally fast rate, maybe as much as a foot a day. His hair has an unusual property that you and your GM should decide upon.

Champion Feat Your haunted one can mentally command his hair to style itself, though it makes odd little screaming noises as it does so. His hair has a mind of its own sometimes and a supernatural danger sense – when he falls from a height, his hair has a 50% chance of lassoing a hand-hold and stopping his fall.

Epic Feat When your haunted one falls unconscious or helpless in a battle his hair attempts to drag him away from enemies and towards allies. While he’s unconscious or helpless your GM controls his hair and decides where it drags him, though it never drags him into danger.

Poltergeist Storm

Ranged attack; At-Will

Interrupt: Spend 1 Trauma.

Target: 1d3 enemies in a group when one of the targets makes a melee attack against an ally.

Attack: Wisdom + Level vs. PD

Natural Even Hit: Your haunted one’s level in damage and the target pops free.

Natural Odd Hit: Your haunted one’s level in damage and, if the target was the one that triggered the attack, it takes a penalty to the melee attack equal to your haunted one’s current unspent Trauma, and then resolve whether the attack hits or misses your ally.

Miss: Gain a point of Trauma per target missed.

Spend 1 Trauma Before Rolling To Hit: Change an even hit into an odd hit, or vise versa.

Adventurer Feat Your haunted one can count himself as an ally for the purposes of triggering this Haunting, using it when enemies make a melee attack against him.

Champion Feat Once per day your haunted one may use this Haunting when the triggering attack isn’t a melee attack but is instead a close or ranged attack.

Epic Feat Once per battle (or once every five minutes) your haunted one may fly as a move action, landing at the end of the movement.

Skin-Whip

Melee attack; At-Will

Interrupt: Spend 1 Trauma.

Target: One enemy who’s engaged with your haunted one and is trying to move away from him by rolling a disengage check or moving with a move action.

Attack: Wisdom + Level vs. AC

Natural Even Hit: Your haunted one’s level in damage and the target stops moving.

Natural Odd Hit: The target stops moving.

Miss: Gain a point of Trauma.

Your Level + Unspent Trauma: The target takes ongoing damage equal to your haunted one’s level.

Adventurer Feat Your haunted one can mold and reshape his own flesh, gaining a +2 bonus to skill checks to quickly disguise himself or a +4 bonus if he has access to a mirror and an hour or so of free time. Given enough time he can completely and permanently change his outward appearance.

Champion Feat Targets hit by this Haunting become stuck (save ends, 11+) as your haunted one uses the power of this Haunting to temporarily (and painfully) cause their flesh to meld with itself. He can now reshape the flesh of willing allies, though the completed change lasts only a few hours.

Epic Feat Normally your haunted one can only use this Haunting when an enemy tries to move away from him by moving or rolling to disengage. This feat lets him make the attack if the enemy popped free or teleported or otherwise moved as part of a non-move action.

Indwelling Hauntings

Some Hauntings are companion spirits that stay with your haunted one, ghostly presences that haunt him. These may be willing companions, ghosts trapped within his flesh or that he’s bound to his service, or perhaps they just won’t go away and their presence is equal parts curse and blessing.

Your haunted one can never have more Indwelling Hauntings than he has at-will standard action Hauntings. He can only benefit from one Indwelling Haunting at a time, (you pick the one active when you roll initiative, and switching between them is a free action on your turn). When your haunted one has an indwelling Haunting active he resembles the ghost that is partially possessing him.

The Avaricious Merchant

The Merchant adds extra value to something your haunted one owns while possessing him. Roll 1d4 when you choose to make this haunting active to discover how it benefits your haunted one.

  1. Armor. When hit with an attack, roll a hard save (16+). On a success, reduce the damage by your haunted one’s current Trauma.
  2. Belt. Add your haunted one’s current Trauma to his saving throws, including death saves and last gasp saves.
  3. Gloves. If your haunted one hits with a natural even melee attack, he may make a basic melee attack as a quick action, if the basic attack hits he deals his current Trauma in psychic damage to the target.
  4. Weapon. Your haunted one’s weapon attacks deal additional psychic damage equal to his current Trauma.

Champion Feat As a quick action while in battle, once per day, roll to recharge an item power (even if your haunted one failed to recharge it earlier in the day). You gain a bonus to the recharge roll equal to your haunted one’s current unspent Trauma.

The Betrayed Plotter

Your haunted one can make his thoughts heard by his allies, hear thoughts specifically directed at him and intended to be heard by him, and can easily facilitate psychic communication between up to 6 other people.

Add +1d3 psychic damage to your haunted one’s miss damage, even if he would not normally deal miss damage (champion: +1d6 psychic damage on a miss; epic: +2d4 psychic damage on a miss).

Adventurer Feat Once per day, for one battle, odd melee attack rolls target MD instead of the defense that the attack normally targets.

Champion Feat Once per day, a target your haunted one hits can no longer attack anyone except your haunted one (save ends).

Epic Feat The save from the Champion feat increases to a hard save (16+).

The Boastful Chieftain

Your haunted one gains a +1 to attack against enemies that aren’t engaged with any of his allies (Epic: +2).

As A Quick Action Spend All Trauma: Must be at least 3d3(6) Trauma, once per day, gain an extra standard action.

Adventurer Feat Gain a +5 bonus to opportunity attacks.

The Cunning Courtesan

Spend 1 Trauma While An Enemy’s Trying To Disengage: The enemy rolling to disengage has a -5 penalty to its disengage check.

As A Quick Action Spend All Trauma: Once per battle, your haunted one’s next attack this turn deals double damage hit or miss and, if he hits, the target becomes stuck (save ends).

Adventurer Feat Your haunted one can call on the courtesan ghost during social situations. Once per day he may swap his highest attribute and his Charisma for all social skill checks (but not attacks) for one hour.

Champion Feat Your haunted one can make a Charisma-based attack versus the MD of any nearby non-allied intelligent creature that he’s in conversation with. On a hit, the creature answers a single yes/no question honestly. If the creature is of a higher level than your haunted one it realizes that he has forced it to answer honestly.

Epic Feat Your haunted one’s critical hits add his current Trauma to their damage before the damage is doubled.

The Great Beauty

Your haunted one gains a bonus to all his defenses equal to his Charisma modifier, until he’s hit. Once he’s been hit by an attack in a battle, this Indwelling Haunting deactivates and he can’t use it again until after his next rest.

Adventurer Feat Your haunted one can spend a recovery to add +5 to all Charisma skill checks for a couple of hours or until the start of his next fight (whichever is first).

Champion Feat When your haunted one calls upon this spirit his appearance is altered, leading others to believe him to be a beautiful noble. While not a true disguise (he still kind of looks like himself), he might be able to convince city guards that he’s a noble and not a heavily armed riff-raff adventurer and so should be let in to the party the guards are trying to keep him away from (similar to the wizard trick of “You wouldn’t take a walking staff from an old man”). Of course, if your haunted one is already a beautiful noble then perhaps the ‘great beauty’ was a licentious poet instead.

Epic Feat Once per day it takes two hits to deactivate this Indwelling Haunting.

The Mother And Child

Gain a +1 to AC while engaged with the same target as an ally (Epic: +2 AC).

Spend 1 Trauma: As a free action on your turn, your haunted one summons a ghostly ally who grants the same defense bonus to him as though an ally was engaged with the same enemy as he is. The ghostly ally can’t be targeted and disappears at the start of his next turn.

Adventurer Feat Your haunted one’s defense bonus from this Haunting now applies to PD as well.

Champion Feat Your haunted one’s defense bonus from this Haunting now applies to MD as well.

The Weeping Dancer

When you roll for your haunted one to disengage and roll a natural 20, you can choose one nearby enemy or ally to immediately move into engagement with your haunted one as a free action or takes 1d6 times your haunted one’s level in psychic damage (GM’s or ally player’s choice).

Spend 1 Trauma: Once per battle, all enemies engaged with your haunted one are now stuck (save ends).

Adventurer Feat Once per day for one battle, your haunted one gains resistance to normal weapons equal to his current Trauma.

Champion Feat If your haunted one sings while fighting his attacks deal holy damage on an even hit.

Epic Feat Enemies engaged with your haunted one can’t attack and roll to disengage in the same turn.

Multi-Classing

Multi-class haunted ones use the same column as multi-class fighters for their key ability modifier, but unlike fighters take weapon die penalties when they multi-class with other classes. Some haunted ones prefer fighting with weapons in addition to their supernatural abilities, so we’ve provided feats for those characters.

Level progression: 1st level multi-class haunted ones start with only one Haunting. Multi-class haunted ones lag one level behind on gaining new Hauntings, gaining them at 3rd (the 2nd Haunting), 5th (a 3rd Haunting) 7th (a 4th Haunting), and 9th level (for a total of 5 Hauntings). The level of each Haunting is one level behind too, so until 4th level all Hauntings are 1st level, then 3rd level from character levels 4-5, then 5th level from character levels 6-7, 7th level at character levels 8-9, and 9th level Hauntings once the multi-class haunted one’s at 10th level.

Multi-Class Traumatic Attack: Multi- class haunted ones have a less powerful Traumatic Attack Talent than single-class haunted ones, and can only use their Traumatic Attack to boost their Haunting attacks and not attacks from their other class.

Hauted Ones Level Extra Psychic Damage
1 +1d3
2 +1d4
4 +2d4
6 +3d4
8 +5d4
10 +7d4

Proficient With Weapons

Adventurer Feat Pick a general class of weapons (one-handed small, two-handed martial, small crossbow, etc); once per day for one battle when your adventurer fights with a weapon of that class, he doesn’t take a weapon die size penalty when making attacks from his non-haunted one class. You can take this feat multiple times for more weapon categories.

Champion Feat Pick a specific type of weapon (dagger, longbow, rapier, etc) within the general class from the Adventurer feat; when the escalation die is even your adventurer doesn’t take a weapon die size penalty when making attacks from his non-haunted one class. You can take this feat multiple times for more weapons from your weapon categories granted from the Adventurer feat.

Section 15: Copyright Notice

Nocturne. © 2016, Savage Mojo; Authors: Darren Pearce, Miles M Kantir, ASH LAW, Drew Wendell.

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